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CODEX EXODITES

By Matthew Forish

Introduction The Eldar Exodites The Exodus Exodite Worlds Spirit Stones Exodite Society Beliefs of the Exodites The World Spirit Exodite Mythology The Eldar Pantheon The Tears of Isha The Swords of Vaul The War in Heaven The Fall of the Eldar Forces of the Exodites Exodite Special Rules Exodite Wargear Ranged Weapons Melee Weapons Wargear Exodite Armour

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Dragonsongs and Instruments Exodite Vehicle Equipment Spritsinger Disciplines Melodies Harmonies Warlord Traits Unit Entries Dragon King Dragon Prince Dragonsingers Kindred Guard Spiritsingers Herdmaster Dragon Knights Dragonwarders Noble Knights Sundered Knights Raptors Trichedons Drakes Great Drake

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Sailbacks Megadon Carnosaur War Walkers Knight Construct Outcast Rangers Harlequins Dyann AlAthar Lir'Kurom Frte ElIysa Ishmal Meinly Kurim-We Exodite Army List HQ Elites Troops Fast Attack Heavy Support Exodites in Competitive Play Psychic Power Cards Exodite Summary

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NOT PRODUCED BY GAMES WORKSHOP This document is in no way official, nor endorsed by Games Workshop. Many of the names, terms, etc. found in this document are the copyrighted intellectual property of Games Workshop, and are used without permission. No challenge is intended to Games Workshop or their intellectual properties this is merely the work of longstanding fan and enthusiast of the Warhammer 40,000 tabletop battle game system. You need a copy of the Warhammer 40,000 6th Edition Rulebook to use the contents of this document.

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INTRODUCTION
THE WARHAMMER 40,000 GAME
The Warhammer 40,000 rulebook contains the rules you need to fight battles with your Citadel miniatures in the war-torn universe of the 41st millennium. Every army has its own codex book that works with these rules and allows you to turn your collection of miniatures into an army organised and ready for battle. This codex describes the untamed forces of the Eldar Exodites, details the army, and displays miniatures and conversions that you can collect.

HOW THIS BOOK WORKS


This codex is split into five main sections that deal with different aspects of the army: The Eldar Exodites The first section introduces the Eldar Exodites and their part in the Warhammer 40,000 universe. It includes details of how they fled from the catastrophic times of the Fall, how they fared after these tumultuous times, and the state of the Exodite worlds in the present time period. It also presents a detailed background on Exodite beliefs and spiritualism, as well as their ways of war. Forces of the Exodites Each and every character, troop type, vehicle, beast and monstrous creature in the Exodite army is examined in the second section. You will find a full description, alongside complete rules and details of any unique powers they possess or specialist wargear they carry into battle. Also in the section, you will find a listing of special rules and wargear that apply to numerous units in the Exodite army. Exodite Army List The army list takes all of the troops presented in the previous section and arranges them so you can choose a force for your games. The army list categorises the units you can pick into HQ, Troops, Elites, Fast Attack and Heavy Support choices. Each troop type also has a points value to help you pit your force against an opponents in a game of Warhammer 40,000. The Exodite Warhost In this section you will see photographs and read details of the many conversion possibilities for representing units available to the Exodite army. Suggestions for color schemes and embellishments may also be found here. Exodites in Competitive Play While this codex presents a balanced and playable army list for the Eldar Exodites, it is by no means official and it is unlikely that you will be able to obtain permission to use it in a tournament or competitive league. While it is by no means the primary scope of this document, it would be quite a pity to spend a good deal of time lovingly converting and painting a beautiful Exodite army, only to be unable to use it in a competitive setting if the urge strikes. With this in mind, the final section of this codex presents suggestions for fielding the various Exodite units as a Counts As force using the rules for standard craftworld Eldar and/or Dark Eldar.

WHY COLLECT AN EXODITE ARMY?


A typical Exodite force consists of numerous cavalry units, able to deliver a fierce and deadly assault en masse, or attack along an extended front. These powerful units are supported by specialised units of beasts that can use their bestial abilities to take down tough or numerous opponents. These are likewise backed up by enormous creatures capable of tearing open a battle tank or bringing down the largest of foes. These strengths are balanced by the fact that an Exodite army will tend to be outnumbered by most other forces, requiring their commander to maneuver them carefully to avoid excessive losses before they can reach close combat, where they will generally excel. The Exodites are quite an interesting army to play, and not for the beginner. You will need to convert many of the models for the army, which requires some skill and much patience. However, there are few sights as breathtaking as a fullyconverted and well painted Exodite army taking the field!

FIND OUT MORE


This codex is an unofficial supplement for the Warhammer 40,000 game system created by Games Workshop. If you would like to learn more about Warhammer 40,000 or any of their other fantastic games, you should visit their website: www.games-workshop.com

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THE ELDAR EXODITES


Living at the edges of the known galaxy, on worlds seeded with life in ancient days, the Exodites are the most rustic and reclusive members of the once-proud and dominant Eldar race. Their worlds are volcanically active, covered in lush, vibrant jungles teeming with gigantic reptilian creatures. The Exodites are the hardiest members of their race, their lives filled with selfimposed hardship and toil, and plagued by conflict against both their environment and the myriad enemies who regard their fertile worlds with envious eyes.

EXODITE WORLDS
Since they were first settled, the Exodite worlds have not changed a great deal. The Eldar that live there have learned how to cultivate crops and harvest other natural resources. The craftworld Eldar regard the Exodites as rustic and rather simple folk, vigorous and wild in a way that is quite unlike their own introverted societies. In turn, the Exodites regard the craftworlders as narrow-minded, strict and arrogant. Craftworlders and Exodites travel within each other's realms, but their different outlook and way of life means that they have their own concerns. The Exodite worlds are untamed and often dangerous planets. Mighty rivers roar unchecked over their natural flood plains. Massive forests and jungles stretch over thousands of miles of virgin woodland. The few meager settlements co-exist with wild beasts of all kinds. The Exodites are too few to disturb the balance of nature. Their settlements are small and thinly scattered. Many are occupied only for a few months of the year, because on many worlds the Exodites are nomadic, moving with the seasons and the herds. They time their migrations so that they arrive at their camps in the late summer to collect crops planted in the spring, remaining until it is time to plant the following year's crop and move on. The wild creatures that inhabit the Exodite worlds are many and varied. Most of the Exodite worlds are now home to large herds of megadons and other gigantic beasts. It is likely that these creatures are native to the region, but that the early settlers spread them throughout the worlds so that they are now common. The Exodites follow the herds as they graze the endless grasslands of the great plains. By carefully managing the herds the Eldar live upon them, eating their flesh, drinking their blood and utilising their hides to make clothing and leather. Although this lifestyle is in many respects a primitive one, the Exodites have many advanced technologies and are familiar with all the sophisticated materials used on the Craftworlds. It is by choice that they live as they do, and their way of life has proven every bit as successful as that of the other Eldar.

THE EXODUS
During the Fall the degeneration of the Eldar did not go wholly without resistance. Some, the more prescient, began to openly criticise the laxity of their fellow citizens, and to warn against the effect of pleasure cults. Soon the general collapse of society convinced even the most resolute amongst them that there would be no end to the reign of death and depravity. Some decided to leave the Eldar worlds, and settle new planets free of creeping corruption. These Eldar are known as the Exodites. Of all the Eldar race they were uniquely far-sighted. Amongst a race naturally indulgent and hedonistic they were reviled as dour fanatics obsessed with misery and gloom. There were some whose dire premonitions were perhaps yet another form of insanity, simply one more conceit taken to inhuman extremes. Others were genuine survivalists who chose exile over degradation and destruction. In an assortment of spacecraft the Exodites abandoned their homes. Many died out in open space. Some reached new worlds only to be slain by marauding Orks or slavering predators. Many more survived. For the most part they headed eastwards as far away from the main concentration of Eldar worlds as they could reach. Upon the fringes of the galaxy the Exodites made new homes. The worlds they settled were savage and life was often hard for a people unused to physical work and self-denial. When the final cataclysm erupted most of the Exodite worlds were far from the epicentre and survived. Many craftworlds rode out the psychic shock wave, but the Exodites had already reached places of safety - or else they perished with the rest of their race and have been forgotten.

SPIRIT STONES
Like their craftworld cousins, every Exodite wears a shining gem or polished stone upon his breast. This psycho-receptive crystal is called a waystone, and is attuned solely tot he mind of its owner. Its purpose is to capture the psychic energy of the Eldar when it is released at the moment of death, becoming a spirit stone. As such energies carry with them a large part of an Eldar's sense of identity, personality, and memories, it is quite correct to think of this psychic energy as a soul. If an Eldar's spirit is not captured by his waystone it is sucked into the nightmarish depths of the Warp. To a Human, such a fate means nothing, for virtually no Human mind is strong enough to retain a sense of consciousness after death - the psychic energy of the Human mind being paltry compared to that of an Eldar. Yet for an Eldar to enter the Realm of Chaos as a conscious spirit represents the ultimate horror. In the Warp there is nowhere an Eldar spirit can hide from the predations of Slaanesh; the nemesis of the Eldar waits to consume them as it did their ancestors. To perish in this way is the ultimate fear for the Eldar. it is little wonder that the Eldar prize their spirit stones more than life itself, and will go to incredible lengths to preserve and recover them.

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EXODITE SOCIETY
The Exodites are a tribal people. Each tribe, or kindred as they are known, owes allegiance to a local noble kindred who in turn owes fealty to the planet's Dragon King and his royal kindred. As there are relatively few Eldar there are few territorial disputes. The kindreds live within substantial areas which easily meet their grazing and cultivation requirements. Open wars between kindreds are rare but skirmishes between rival young Dragon Knights are common. Although not openly warlike, the Exodites are a robust, self-confident people and they possess the legendary pride of the Eldar race. Knights frequently try to steal away a rival's beasts or may attempt to move their herds over the grazing areas of other kindreds. Such matters are seen as part of a Knight's training, and the dangers of death or serious injury are an accepted part of a young warrior's life. These raids and occasional deaths do not embitter the kindreds, and it is notable that no matter how hard fought their disputes might be no Eldar would despoil or steal the crops of a rival kindred even though these lie unprotected for months at a time. War and battle is not uncommon on the worlds of the Exodites. Ork raids are a constant threat and human settlers are no respecters of Eldar territory. Amongst the most persistent foes are the human settlers of the Knight Worlds which lie closely intermingled with the planets of the Exodites. The human Knight Lords are aggressive, warlike people whose determined independence makes it impossible for even the Imperium to control them. Like the Exodites they are descendants of ancient settlers, raised amidst constant danger and proud of their autonomy. Their fierce war machines are a common sight on the Exodite worlds. Battles between these giant war machines and valiant Exodite warriors are always hard-fought and destructive, but the Eldar are capable of aggression too. They use the Webway to reach the Knight Worlds where their raids are often so devastating that entire planets are subsequently abandoned.

BELIEFS OF THE EXODITES


While the Eldar of the craftworlds have all but abandoned the worship of the old Eldar pantheon, the Exodites hold to a traditional veneration and worship of these gods and goddesses. Though it is generally agreed that only the Avatars of Khaine and the enigmatic Laughing God survived the great cataclysm, the Exodites teach that some of their gods allowed a small measure of their power to follow them as they fled the Fall. Whether this is true or not is uncertain, but it is evident that there is some power in the highly musical ceremonies and rituals performed by the Exodites. Some Imperial scholars who are knowledgeable about such things suggest that perhaps the strong belief of the Exodites, coupled with the psychic nature of their race and the psycho-reactive nature of the world spirits that encompass their worlds, produce a powerful psychic resonance that they tap into on an unconscious level through their prayers and music. Music is, in fact, at the very center of the Exodites belief system. It is through music that they invoke the ancient power of their fallen gods. They perform musical ceremonies and rituals to help them produce more bountiful harvests, guide them to the richest hunting grounds, and even aid them in battle. Most kindreds will have at least one Dragonsinger, highly empathic Exodites who use their music to soothe and train the many creatures the Exodites rely on for their daily survival, and lend courage and strength to their fellows when they ride to war. Some Exodites are more closely attuned to the psychic resonance of the world spirits, and are able to commune with the souls contained within through even stranger songs and rituals. These unusual individuals are known as Spiritsingers, and are revered among the kindreds for their ability to draw on the power of the world spirit and the knowledge of the ancestors who rest therein.

THE WORLD SPIRIT


When an Exodite dies his spirit stone is retrieved and his body is taken beneath the earth into one of the great tribal barrows. They are laid to rest there and their spirit stones are broken upon the altars of the world spirit. Very similar to the infinity circuits of the craftworlds, the world spirit is a complex psychic energy grid that extends under the entire surface of every Exodite world, stretching between the tribal barrows, stone circles and standing stones. These important places are where the spirit world and the material world can interact, where the spirits of the dead can flow together, and where the living can talk to the dead if they have the power. The stone circles and standing stones are made from psychically interactive crystal. These towering stones are gigantic spirit stones that anchor psychic power into the earth. The links between them form part of the Eldar webway, but the paths from the webway into the world spirits are well hidden and protected. The most potent link in the entire world spirit network is the royal circle of the planet's Dragon King. This impressive structure consists of a system of concentric circles connected by avenues of megalithic spirit stones. The royal circle is supported by outlying menhirs that carry power throughout the entire planet and focus the energy of the world upon that one spot.

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EXODITE MYTHOLOGY
The Exodites pass down their history in a rich, ritualistic form of oral tradition. To the outsider, these tales are wondrous, fantastical and nearly unbelievable. The trained ear, however, can glean much from these records of ancient times. Many of these stories relate to the gods of the Eldar pantheon, especially those who took an active role in cultivating the ancient Eldar civilisation.

THE SWORDS OF VAUL


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

THE ELDAR PANTHEON


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

THE WAR IN HEAVEN


The War in Heaven lasted for years, and there are many tales of the battles between the gods and their many servants. Gods took sides and changed sides, struck bargains of mutual support and broke them, and the heavens shook with the noise of battle. Asuryan refused to take sides, for he had begun to regret his hasty anger with Isha and despaired of the war god's destruction. Vaul reforged the final blade, the sword that he had failed to finish for Khaine, and he made it the mightiest sword of all. He called it Anaris, which means dawnlight, and with this weapon in his hand he strode to do battle with Khaine. The fight was long and Vaul did Khaine much hurt. Anaris darted as swift and deadly as lightning, but in the end Khaine overpowered the smith god and toppled him from heaven. It was as a result of this long battle that Vaul is said to have suffered the injuries which left him crippled. Khaine chained Vaul to his own anvil with chains of iron and the War in Heaven was won by the war god.

THE TEARS OF ISHA


The Eldar race was born as the mortal children of Isha, the goddess of the harvest, and Kurnous, the god of the hunt. Lileath, Isha's daughter, dreamed that Khaine would be torn into a hundred pieces by a great mortal army. When Khaine learned of this, he flew into a tempestuous rage and resolved to destroy the Eldar race. He pursued them through the universe, trapping and slaying many before Asuryan heard the weeping of Isha and so learned of Khaine's plan. To save the few who remained, Asuryan placed a great barrier between mortals and gods, dividing them for all eternity. This went very hard with Isha, who now wept all the more because her mortal children had been separated from her. Isha and Kurnous pleaded with Vaul the Smith to help them. Vaul knew that Asuryan would never change his mind, but his heart was softened by Isha's plea. From her tears Vaul forged the spirit stones, by means of which Isha could see and talk to her children. One day Khaine overheard Isha as she spoke to her children and he immediately told Asuryan. The Phoenix King was very angry that his commands had been disobeyed. He told Khaine that as Isha and Kurnous had betrayed him, Khaine could do with them as he wished. This suited Khaine very well, as he still feared that Lileath's prophecy would be fulfilled. He made the god and goddess his prisoners, and though he could not slay them he ensured that they endured constant torment and confinement.

THE FALL OF THE ELDAR


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

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FORCES OF THE EXODITES


This section of the book details the forces at the disposal of an Exodite World their weapons, the units, and the historical special characters that you can choose, such as Dyann AlAthar the Great Warrior King of Bain-Ish or ElIysa Ishmal The Voice of the Mother. Each entry describes the unit and gives the rules to use them in your games of Warhammer 40,000. The rules are broken up into categories: Special Rules: These are rules that make each unit exceptional. These always apply to that unit. Wargear: Almost all Exodite units have typical weapons and other wargear mentioned in their description. Some is automatically included with that unit, whereas other items of wargear are optional this is detailed in the army list.
Raise your voices in the song of battle my kinsmen, ride with me to war. Drive these mon-keigh back; defend your homes, your honor and the World Spirit herself! -Dyann AlAthar, Dragon King of Bain-Ish

Dragonsongs and Instruments: Dragonsingers sing strange songs or play finely crafted instruments that have curious effects on their allies and enemies. These strange musical abilities are only available to Dragonsingers, and they are described in detail in the Dragonsinger entry. Melodies and Harmonies: Spiritsingers have access to special Psychic Disciplines known as Melodies and Harmonies. These powerful abilities are only usable by Spiritsingers, and they are described in detail in the Spiritsinger Disciplines section.

EXODITE SPECIAL RULES


These Special Rules apply to many different units in the Exodite army. They are presented here for convenience, and to avoid needing to repeat them in each unit entry where they are applicable.

DRAGONHIDE
The various fighting beasts and riding mounts used by the Exodites possess thick, scaly hides which are very resilient. A model with this special rule has a 6+ Invulnerable Save.

HEAVY CAVALRY
The riding beasts used by Exodite Dragon Knights are not quite as swift as the beasts ridden by the mounted troops of many other forces, but they are quite a bit stronger and more resilient, qualities their riders are able to exploit quite well in combat. Heavy Cavalry units follow the normal rules for Cavalry units, with the following exceptions. They do not have the Fleet special rule, and increase their Toughness by 1. (This is already taken into account in the units profiles.) In addition, Heavy Cavalry add +1 to their Strength for Hammer of Wrath Attacks.

FERAL INSTINCTS
When the Exodites ride to war, they are able to summon aid in the form of the myriad creatures that flourish on their lush worlds. These creatures will fight ferociously for their Exodite masters as long as they remain empathically linked to a nearby Dragonsinger. If this link is lost for long, the beasts are likely to flee from the cacophony of battle. Units with this rule may re-roll failed Morale and Pinning tests if they are within 12 of a Dragonsinger. Units with this rule which are Falling Back may not attempt to Regroup at the start of their Turn unless they are within 12 of a friendly Dragonsinger. If a unit with this rule has a charge declared against them while they are Falling Back, they may attempt to Regroup as normal regardless of the proximity of a Dragonsinger. If they pass their Regroup Test, Drakes, Sailbacks and Trichedons count all enemy units in the combat as having the Fear special rule for the duration of the combat, whilst Carnosaurs, Drakes, Firemouths and Raptors count as having the Hatred special rule for the duration of the combat.

JUNGLE BORN
The Exodite worlds are harsh and dangerous jungles without exception and the Exodites quickly learn to master their environment as a matter of survival. All Exodite units with this special rule, including Monstrous Creatures and Vehicles, are treated as having the Move Through Cover special rule, but only in regards to Jungle and Forest terrain unless otherwise noted. In addition, they have the Stealth (Jungles, Forests) special rule.

THUNDEROUS CHARGE
Some of the beasts used by the Exodites in battle are large and ponderous, but are capable of building up an incredible momentum, smashing nearly anything in their path. Units with this rule completely ignore difficult terrain when charging (i.e. they are not slowed by it, nor do they reduce their Initiative when charging through it). In addition, units with this rule gain +D3 Attacks instead of +1 when charging (roll once for the whole unit). If the unit makes a disordered charge, they do not benefit from this Attack bonus.

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EXODITE WARGEAR
This section of Codex: Exodites lists the weapons and equipment used by the Exodites, along with rules for using them in your games of Warhammer 40,000. Weapons and other equipment that are carried by only a single unit or named special characters are detailed in the appropriate unit entry, while weapons and equipment used by multiple units are detailed here.

Ranged Weapons
Cavalry Lances
See pg 8.

Missile Pod
The missile pod is a large scale, multiple-missile launcher generally mounted on the towering knights that stride across the Exodite worlds. The missiles fired by a missile pod can be configured to either explode on contact with the target, or to create widespread damage with a coordinated airburst.
Missile Type Airburst Impact Range 48 48 Strength 5 8 AP 4 3 Type Heavy 1, Large Blast, Pinning Heavy 3

Eldar Missile Launcher


Eldar missile launchers are elegant and well-balanced. They use complex chambered pods that contain several different kinds of ammunition, all but eliminating the need to reload in battle.
Missile Type Plasma Missile Flakk Missile Starshot Missile Range 48 48 48 Strength 4 7 8 AP 4 4 3 Type Heavy 1, Blast, Pinning Heavy 1, Skyfire Heavy 1, Pinning

Shuriken Weapons Flamer


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

Strength 4

AP 5

Type Assault 1

Laser Weapons
Eldar lasers use psychically grown crystals to refine their already intense bursts to their optimum potency. Many Eldar consider the laser weapon the most elegant of all, exulting in the fact that their technological mastery extends even to light itself. Some heavier Eldar laser weapons are calibrated to send out a staccato series of blasts, whilst others narrow their focus to such a degree they can pierce any armour, no matter the thickness.
Bright Lance Knightlance Pulse Cannon Scatter Laser Range 36 48 60 36 Strength 8 10 9 6 AP 2 2 2 6 Type Heavy 1, Lance Heavy 1, Lance Heavy 3 Heavy 4, Laser Lock

Shuriken weapons fire monomolecular bladed discs at an astonishing rate, each near invisible to the naked eye but hard enough to scythe through the foe with ease. This ammunition is stored as a solid core of plasti-crystal material. A series of highenergy impulses originate at the rear of the weapon and fly through the barrel at terrific speed. Each impulse detaches a monomolecular slice of the ammunition core and catapults it from the weapons barrel, allowing each of these instruments of war to fire up to a hundred bladed discs in a few seconds. Shuriken weapons come in many shapes and sizes, from the shuriken pistols carried by Harlequins and Rangers to the much larger shuriken cannons often mounted on War Walkers and Megadons.
Shuriken Pistol Shuriken Cannon Range 12 24 Strength 4 6 AP 5 5 Type Pistol, Bladestorm Assault 3, Bladestorm

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

Starcannon
The Adepts of the Imperium have never really harnessed the full power of plasma technology; only the Eldar have truly mastered its potential. To the Eldar, it is further testament to the idiocy of Man that he has created a weapon that frequently maims or even kills the wielder. The sophisticated starcannons of the Eldar have no such flaws. Each weapons plasma core produces the incandescent heat of a star, but sophisticated containment fields ensure the guns exterior remains cool to the touch.
Starcannon Suncannon Range 36 48 Strength 6 6 AP 2 2 Type Heavy 2 Heavy 3, Blast

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

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Wraithbow
Exodite wraithbows are crafted from pure wraithbone and psychically attuned to their bearer. Hurling shafts of psychicallycharged wraithbone over great distances, wraithbows are deadly in the hands of a skilled marksman. Some highly skilled individuals are able to craft and use specialised arrows that allow additional effects. Swarm arrows are designed to break apart in flight, splintering into thousands of tiny shards of psycho-reactive material that are capable of devastating lightlyarmoured infantry. Drake arrows instead focus the psychic energies of the user into an intense fiery tip that is capable of burning through nearly anything.
Wraithbow - Drake Arrows - Swarm Arrows Range 24 12 18 Strength 3 8 3 AP 6 1 Type Rapid Fire, Rending Assault 1, Melta Assault 6, Pinning

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

Melee Weapons
Cavalry Lances
Exodite Dragon Knights carry long, dangerous lances which build up pulses of energy that can be released with explosive force on nearing their target. These are used on low-powered settings to deliver shocks strong enough to goad even the largest and most stubborn megadons. When powered up, they are capable of inflicting horrific injuries. Most Dragon Knights carry the simple Dragon Lance, while the more experienced leaders and nobles will often carry more powerful Laser Lances. Storm Lances are used to deal with enemy vehicles. The Drake Lance is a rare weapon said to contain the fiery breath of a great drake, which may be unleashed upon the enemies of the Exodites.
Dragon Lance Dragon Lance Drake Lance Drake Lance Storm Lance Storm Lance Laser Lance Laser Lance Range 6 6 6 6 Strength 4 +1 8 8 3 User 6 +3 AP 5 5 2 2 6 6 3 3 Type Assault 1 Melee, Impact Assault 1, Lance Melee, Impact, Lance Assault 1, Haywire Melee, Impact, Haywire Assault 1, Lance Melee, Impact, Lance

Poisoned Blade
The Exodites coat these wickedly sharp blades in poisons derived from the native flora and fauna of the Exodite worlds, the better to sow agony and death amongst those who seek to encroach upon and despoil their homes.
Poisoned Blade Range Strength User AP Type Melee, Poisoned (4+), Specialist Weapon

Singing Spear
When hurled by a psychic user, a singing spear can sunder both armour and flesh, and will always return to its wielder.
Singing Spear Singing Spear Range 12 Strength 9 User AP Type Assault 1, Fleshbane Melee, Armourbane, Fleshbane

Witch Lance
The witch lance burns with the full fury of the psychic might of the wielder, threatening to ignite the very soul of the target.
Witch Lance Witch Lance Range 6 Strength 6 +1/User* AP Type Assault 1, Fleshbane Melee, Armourbane, Fleshbane, Soul Blaze

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

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

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

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Wargear
Dragon Helm
Reserved for only the most skilled members of the Exodite nobility, a dragon helm is both a badge of honor and a protective ward. The psychic matrix in the helm allows the wearer to better deflect incoming fire. A model wearing a dragon helm may always take their armour save against weapons of AP 3 or worse. Weapons of AP 2 or better negate their armour save as normal. Note that this does not improve their armour save, it merely allows them to roll an armour save when it might normally have been negated.

Pterasaur
Some dragonwarder kindreds make use of specially trained pterasaurs as mounts, allowing them to soar over a battlefield and rain death upon their enemies from on high. A model mounted on a pterasaur becomes Unit Type: Jump Heavy Cavalry.

Scattershield
Used to protect precious Eldar war-constructs, a scattershield is a gigantic fan-shaped shield generator that converts the energy of incoming attacks into a blinding spray of multicoloured light. The bearer has a 5+ Invulnerable Save. Whenever the bearer passes one or more saving throws using its scattershield, all units (friend and foe) within 6 must test as if they had just been hit by a weapon with the Blind special rule even those that are engaged in close combat. A unit that passes the Initiative test is immune to the Blind rule for the rest of the phase.

Dragonhide Cloak
Many members of the Exodite nobility wear cloaks made of toughened dragonhide, usually the skin of a megadon. The process for creating these cloaks is long and complicated, as the dragonhide is very tough but must be made supple as well in order to be worn as a cloak. A model wearing a dragonhide cloak increases their dragonhide invulnerable save from 6+ to 5+.

Shield of Champions
Those Dragon Knights who have proven themselves as champions of the Kings Tournament, held only at the culmination of every thirteenth harvest, are allowed to carry a shield of champions. These ornate devices are intricately laced with psycho-reactive crystals that reduce the potential energy of incoming attacks, allowing the champion to shrug off blows that would fell even the mightiest of dragons. A model carrying a shield of champions has the Feel No Pain (5+) special rule.

Hunting Drake
Some fortunate Exodites are able to spirit an unhatched drake egg away from its carefully guarded nest, raising the hatchling as a pet and hunting companion. The primal intelligence and friendly nature of these creatures, coupled with the empathy of the Exodites, allows them to form a strong bond with their owners. A model with a hunting drake gains +1 to both their Initiative value and their Attacks, and counts as being equipped with Assault Grenades when charging into close combat. A hunting drake is too small to be individually targeted, and may not be attacked in any way. It is removed along with its owner.

Exodite Armour
Knight Armour
The armour worn by Dragon Knights is made of thick armoured plates which are light but tough, with an underweave of psychoreactive material that reacts to the movement of the wearer. This combination provides excellent protection for the wearer, while still allowing a full range of movement. Knight Armour confers a 3+ Armour Save.

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

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

Warden Armour
The armour worn by Dragonwarders is similar to that of the Dragon Knights, but lighter and more flexible. Warden Armour confers a 4+ Armour Save.

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Dragonsongs and Instruments


Ballad of the Beast
This powerful Dragonsong weaves its way into the minds of the primal beasts that accompany the Exodites to war, instilling them with a greater sense of purpose and duty. Friendly units with the Feral Instincts special rule within 12 of a Dragonsinger with the Ballad of the Beast are treated as though they had the Stubborn special rule.

Hunting Horn
In peaceful times, the loud, blasting call of the hunting horn is the herald of the Great Hunt. During times of war, its call rouses the Exodites and their beasts to hunt their enemies unto death. All friendly Exodite units within 12 of a Dragonsinger with a Hunting Horn at the start of the Assault Phase gain the Rage special rule for the duration of that Assault Phase.

Dirge of Foreboding
The Dragonsinger's verses carry with them a sense of dread and terror that are difficult for enemies to ignore. All enemy units within 12" of at least one Dragonsinger with the Dirge of Foreboding suffer a -1 penalty to their Ld for all Morale Checks, Regroup Tests and Pinning Tests (to a minimum of 2).

Prelude of Hope
The lyrics of this Dragonsong remind the Exodites of their heritage and destiny as rightful rulers of their worlds, and the galaxy as a whole. All friendly Exodite units within 12 of a Dragonsinger with the Prelude of Hope roll 3D6 and pick any two when taking Morale Checks, Regroup Tests and Pinning Tests. Units with the Feral Instincts special rule are not affected by the Prelude of Hope.

Dragon Harp
In the hands of a skilled Dragonsinger, a dragon harp is capable of creating the most pure tones imaginable. The Exodites find the sound of this music very heartening. All friendly Exodite units within 12 of a Dragonsinger with a Dragon Harp may Regroup using a normal Leadership Test even if less than 25% of the units models are still alive. Units with the Feral Instincts special rule are not affected by the Dragon Harp.

War Drum
A skilled Dragonsinger is able to beat out a complicated rhythm on the war drum that is capable of confusing lesser beings, while at the same time lending greater coordination to the Exodites. All friendly Exodite units within 12 of a Dragonsinger with a War Drum at the start of the Assault Phase are treated as if they were equipped with Assault Grenades when charging into close combat.

Exodite Vehicle Equipment


Ghostwalk Matrix
A ghostwalk matrix utilises the knowledge and wisdom contained within a spirit stone to guide the vehicle on its path. A vehicle with this upgrade has the Move Through Cover special rule.

Power Field
Power fields reroute a portion of the vehicles energy supply to project a glimmering shield of protection around the vehicle. A model with a power field has a 5+ invulnerable save.

Holo-fields
Harnessing kinetic energy to shimmer and distort the vehicles silhouette, holo-fields prevent the foe from targeting vulnerable areas. Provided the vehicle moved in the previous Turn, it gains +1 Cover Save. If it does not already have a Cover Save, it gains a 6+ Cover Save.

Spirit Stones
Some Eldar vehicles incorporate large spirit stones with a captive animus that can control the vehicle should it be disabled. A vehicle with this upgrade ignores Crew Shaken results on a roll of 2+ and Crew Stunned results on a 4+. Roll immediately when the result is suffered.

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SPIRITSINGER DISCIPLINES
The mysterious Spiritsingers are able to use music and song to shape and guide their attunement to their world spirits, as well as their own psychic resonance, in order to manifest incredible psychic abilities. They are also able to skillfully weave harmonies sung by their companions into their main themes in order to subtly alter the workings of these powers, allowing them to bring about nearly limitless possibilities in support of their allies and to the detriment of their foes.

MUSICAL STRUCTURE
The Melodies and Harmonies of the Spiritsingers are based on complex musical structures, highly ordered with strong tempos and specific compositions. Because of their strict order, their effects upon both the warp and realspace are far less attractive to the daemons of chaos than the castings of other mortals. Spiritsingers and those singing Harmonies only suffer Perils of the Warp on rolls of double 6 unless some special rule would otherwise make them more susceptible to Perils of the Warp.

SPIRITSINGER HARMONIES
Harmonies are lesser musical abilities that the Spiritsinger teaches to their companions in order to enhance their already potent Melodies. At the start of a battle, a Spiritsinger may select a number of Harmonies equal to their Mastery Level. You may attempt to add one or more Harmonies to any Melody that has been cast immediately before the Melody is resolved. Harmonies may not be added to a Melody that incurs Perils of the Warp. To add a Harmony to a Melody, choose one Harmony from those that the Spiritsinger knows, and choose one other model in the Spiritsinger's unit to sing the Harmony. The singing model takes a Psychic Test exactly as though they were a Psyker - including the risk of incurring a Perils of the Warp attack upon themselves. (Note that a model which sings a Harmony does not count as a Psyker in any other way!) A character chosen from any source other than Codex: Exodites who has joined the unit may not sing Harmonies. If the Psychic Test is passed, the Harmony is added to the Melody, and you may attempt to add further Harmonies to the same Melody using the same process. If the Psychic Test is failed, the Harmony is not added, and you may not attempt to add further Harmonies to the same Melody casting. In the event that the Psychic test is passed but incurs Perils of the Warp, the Harmony is added successfully, but further Melodies may not be attempted. The first Harmony you attempt to add to a given Melody casting has no Warp Charge cost. Each additional Harmony attempted for a Melody casting costs 1 Warp Charge, which must be expended by the Spiritsinger who originally cast the Melody. No model may be used to sing more than one Harmony each Turn. No Harmony may be added to a single Melody casting more than once, but you may use the same Harmony for multiple Melodies during a single Turn provided all other requirements are met. Unless otherwise noted, a Melody and all added Harmonies are treated in all ways as a single power when used.

SPRITSINGER MELODIES
To represent the fact that their psychic powers are based on faith in their fallen deities and the singing of complex musical progressions and structures, Exodite Spiritsingers do not generate their psychic powers randomly, but are instead allowed to choose which abilities they know. At the start of a battle, a Spiritsinger may a select a number of Melodies equal to their Mastery Level. Melodies are their primary musical abilities, and are used in the same way as normal Psychic Powers. However, it is possible to enhance these Melodies with the Harmonies described below.

Though the birth pangs of She Who Thirsts tore through the heart of the old empire, we blessed chosen few, to whom the maiden granted the gift of foresight through our dreams, were already safely out of reach of her terrible appetite. Praise be to Lileath. Excerpt from an old Exodite hymn to their goddess of dreams and fortune, known as Lileath. Much is lost in the translation.

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MELODIES
Hymn to Asuryan Warp Charge 1 Nocturne of Shadow Warp Charge 1
The Spiritsingers song is loud and pure, calling upon the power of Asuryan, the Phoenix King, to smite the enemy with his wrath. Hymn to Asuryan is a nova power with the following profile:
Hymn to Asuryan Range 6 Strength 4 AP 4 Type Assault D6, Srikedown

The Spiritsinger intones a complicated, dreamy and pensive tune that draws on the power of the world spirit to create an area of supernatural darkness about them, blotting out the sun to sow confusion among the enemy and provide concealment to the Dragon Knights as they advance. Nocturne of Shadow is blessing that targets the psyker. Whilst the power is in effect, all enemy units shooting at the psyker or any unit within 6 of the psyker do so as if the Night Fighting rules are in effect. (i.e. the unit may gain the Stealth or Shrouded special rules, and units more than 36 away may not be targeted.)

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

Maidens Lullaby

Warp Charge 1 Prelude of Fate Warp Charge 1


This song is intended to invoke the power of Morai-Heg in order to influence the fate of the Spiritsingers allies. Prelude of Fate is a blessing that targets a single friendly unit within 12 of the Spiritsinger. If the power is manifested, the affected unit gains 2D6 Fate Counters. Each Fate Counter that is removed allows the unit to re-roll a single die from any To Hit roll, To Wound roll, Armour Save or Leadership Test. Any unused Fate Counters are lost at the start of the next Exodite turn.

Drawing on the power of Lileath, the maiden goddess and dreamer of dreams, the Spiritsinger uses their music to lull the enemy into a sleepy, dream-like state. Maidens Lullaby is a malediction that targets a single nonvehicle enemy unit within 18. If the power is manifested, the target must take a Pinning Test on 3D6. This power may even affect units which are normally immune to Pinning, and abilities which allow a unit to automatically pass Pinning or Leadership Tests are ignored.

HARMONIES
Chorus
The Spritsinger is able to expand and project their songs, allowing them to carry further. This Harmony doubles the range of the Melody it is being added to. Crescendo and Dissonance Harmonies added to the same Melody casting also double their range.

Dissonance
The Spiritsinger is able to combine the tones of their music together in a way that is unnerving and painful to other psykers. If Dissonance is added to a Melody, all enemy psykers within 6 of the Spiritsinger must immediately take a Leadership Test. If the test is failed, they suffer a Wound which ignores Armour and Cover Saves. Dissonance is treated as a separate power from the Melody it is added to for the purposes of Deny the Witch rolls.

Crescendo
The Spiritsingers song reaches a powerful climactic moment which inspires confidence in those around them, calling them to stand firm in the face of the enemy. If Crescendo is added to a Melody, any friendly units within 6 which are Falling Back may immediately attempt to Regroup. In addition any friendly units within 6 which have Gone to Ground may take a Leadership Test. If the Test is passed, the unit immediately recovers. Units that Regroup or recover in this way may do nothing during the current Phase, but may act normally afterward as if they had not previously been Falling Back or Gone to Ground.

Refrain
The Spiritsinger is able to weave their music together in a repetitive manner, allowing them to invoke their powers in a more potent manner. Refrain may only be added to a Melody that has already had at least one other Harmony added to it. The effect of this Harmony is dependent upon which Melody it is added to.
. . When added to Hymn of Asuryan, the nova improves its profile to S5 AP3. When added to the Maidens Lullaby, the affected enemy unit suffers a D3 penalty to their Leadership for the purposes of the Pinning Test. When added to the Nocturne of Shadow, units in range of the power may re-roll any 1s when making Cover Saves. When added to the Prelude of Fate, you may add an additional D6 Fate Counters.

. .

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WARLORD TRAITS
If you choose a Dragon King or Dragon Prince as your Warlord, they must roll on the below Warlord Traits chart rather than those found in the Warhammer 40,000 Rulebook D6 1 WARLORD TRAIT Ride Forth to Battle! The Warlord is adept at coordinating massed cavalry charges, ensuring the enemy are crushed beneath their dragons. When the Warlord and his unit charge, you may roll 3D6 and choose the highest two when determining their charge range. In addition, all friendly Heavy Cavalry units within 6 of the Warlord when he declares his charge may also roll 3D6 and choose the highest two when determining their charge range if they declare a charge during this Assault phase, but after the Warlord has charged. 2 Impetuous. The Warlord is young and hot-tempered, eager to prove himself as a capable leader and warrior. His oath is sworn that the enemy will not escape! The Warlord has the Counter-Attack, Crusader and Rampage special rules. In addition, the Warlord must always accept a challenge whenever possible he may not refuse it or allow another character to accept it. 3 Unbreakable Resolve. The Warlords will cannot be shaken, his indomitable resolve is proof against terrors great and small, and his mind is an impenetrable fortress. The Warlord has the Adamantium Will and Stubborn special rules. 6 D6 4 WARLORD TRAIT Champion of the Wild Hunt. The Warlord has participated in many wild hunts, and has personally slain all of the greatest beasts of their world. No monstrosity, living or mechanical, can stand before his might! The Warlord has the Monster Hunter and Tank Hunter special rules. 5 Wrath of Ancient Days. The Warlord burns with a passion born of fury for what the Eldar have lost, his wrath is great and terrible to behold. The Warlord has the Furious Charge and Rage special rules. In addition, on the turn that he charges, he also has the Fear special rule. Master of Monsters. The Warlord has an affinity for communing with the greatest of beasts, able to compel them to greater feats of ferocity. All friendly Monstrous Creatures have the Hatred special rule as long as they are within 18 of the Warlord. You may re-roll this result if your army contains no Monstrous Creatures.

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DRAGON KING
A Dragon King is the sovereign ruler of an Exodite World. His word is law and the loyalty of his subjects absolute. The Dragon King is ultimately responsible for the safety and prosperity of his people, and it is to him they look for guidance in the face of adversity and strife. When faced with war, most Dragon Kings prefer to lead from the front astride their dragon mount, trusting in his subjects to follow his example as he rides forth to battle. The Dragon King will often carry some of the most precious and ancient equipment available to the Exodites. These will usually be relics brought away from the Eldar homeworlds during the Exodus, and the power they wield can make him an unstoppable force in battle. When it is time for a new Dragon King to be chosen, he will be elected by the many Barons, Chieftains and Herdwardens from among the ranks of the Dragon Princes. This ensures that only the strongest and noblest of Exodites will be chosen for this honourable and crucial role. The choice is carefully weighed in a council that may stretch into weeks of deliberation and debate. The outcome of these elections is very important, as a Dragon King will retain his position for the remainder of his life. If a corrupt individual were to somehow be elected, removing him from his position would constitute treason and likely precipitate civil war between his supporters and his opposition something the Exodites would not risk lightly!

Dragon King

WS 6

BS 6

S 3

T 4

W 3

I 6

A 3

Ld 10

Sv 3+

UNIT TYPE: Heavy Cavalry (Character) SPECIAL RULES Dragonhide, Independent Character, Jungle Born Sovereignty: The Dragon King of an Exodite World commands absolute loyalty from his subjects, and they trust in him for their security at all times. As long as they are within 12 of the Dragon King, a ll Dragon Princes, Kindred Guard, Noble Knight Kindreds, Dragon Knight Kindreds and Dragonwarder Kindreds may use his Leadership for any Morale and Pinning Tests they are required to take. WARGEAR Armour of Vaul: A powerful relic from before the time of The Fall, the Armour of Vaul is a potent protection against attack, combining the power of Eldar technology with the strength of the Eldar mind to form a nearly-impenetrable barrier. The Armour of Vaul confers a 2+ Armour Save, and grants the wearer a 4+ Invulnerable Save. These saves cannot be further improved in any way. Blade of Vaul: An ancient artifact brought with the Exodites from the Eldar homeworlds, the Blade of Vaul is very potent. It is said that the blade is so sharp it can cleave the soul from the body.
Blade of Vaul Range Strength +1 AP 3 Type Melee, Rending, Soulcleave

Shield of Vaul: The unbreakable Shield of Vaul is a relic of ancient Eldar technology, and its protective aura is capable of reducing the power of an attack, turning a deadly blow into minor injury. A model carrying the Shield of Vaul gains the Feel No Pain (4+) special rule. Vauls Sigil: One of the most potent artifacts brought by the Exodites as they fled the Eldar empire, the Sigil is able to project a nigh impenetrable aura around its wearer. However, it is only capable of storing enough energy for a single use before needing to be recharged upon an Alter of Vaul - a ritualistic process that takes days. Once per battle, the wearer may negate a single Wound, regardless of the source. This may be done after taking Armour Saves and Feel No Pain rolls, and may be used against attacks that cause Instant Death, those that ignore Armour Saves or other Saves, etc. The Wound is completely negated, as if it never happened, so it does not count for the purposes of Combat Resolution, Force Weapons, Pinning weapons, etc. The Relics of Vaul These powerful relics are heirlooms of a forgotten age, brought with the Exodites as they fled their homeworlds seeking solace in the unknown wilderness of space. These artifacts glow with power, increasing in intensity as they are brought closer together. If the Dragon King is equipped with all four of the Relics of Vaul (the Armour of Vaul, the Blade of Vaul, the Shield of Vaul and Vauls Sigil), then he gains the following additional benefits: The Dragon King may re-roll any failed Armour or Invulnerable Saves. The Blade of Vaul adds an additional +1 to its Strength value (for a total bonus of +2). The Dragon King gains the Eternal Warrior special rule.

Soulcleave: If a model suffers any unsaved wounds from the Blade of Vaul and survives, it must take a Leadership test at the end of the assault phase. If the test is failed, the victim is removed from play with no saves of any kind allowed.

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DRAGON PRINCE
Barons of the wealthiest, most influential noble kindreds are known as Dragon Princes. These are among the strongest and most experienced warriors and leaders on an Exodite world, and it is from their ranks that a Dragon King will be elected. In times of war, it will fall to the Dragon Princes to lead small raiding parties or even entire contingents of Exodite warriors into battle, under the coordination of the Dragon King and his royal kindred.

Dragon Prince

WS 5

BS 5

S 3

T 4

W 3

I 6

A 3

Ld 9

Sv 3+

UNIT TYPE: Heavy Cavalry (Character) SPECIAL RULES Dragonhide, Independent Character, Jungle Born

DRAGONSINGERS
Dragonsingers are very important to the Exodite kindreds. They are highly empathic and have an affinity for the various creatures that the Exodites ride and lead into battle. They are able to keep these beasts under control in the confusion of combat, directing them against their foes in defense of their worlds. Dragonsingers are also able to use their abilities to create powerful, musically-based effects that can bolster the Exodites in battle and hamper their foes. During times of relative peace and harmony, the Dragonsingers are responsible for ensuring that the proper musical rituals are performed at various times throughout the harvest and hunting cycles. Their music is intended to invoke the power of their fallen gods to protect their people and guide them to prosperity. Dragonsingers are drawn from the various kindreds, and so their profile, equipment and special rules are based on the unit they accompany. In addition, they are given either a Dragonsong or instrument which they will use to bolster their kindred in battle. The details of these are given below.

Knightsinger Wardsinger Noblesinger Kindredsinger

WS 4 4 4 4

BS 4 4 4 4

S 3 3 3 3

T 4 4 4 4

W 1 1 1 1

I 5 5 5 5

A 1 1 2 2

Ld 8 8 8 8

Sv 3+ 4+ 3+ 3+

UNIT TYPE: Heavy Cavalry (Character) SPECIAL RULES Dragonsingers always have the same special rules as the rest of their unit.

KINDRED GUARD
The kindred of a Dragon King or Dragon Prince are invariably among the most skilled and seasoned warriors the Exodites have to offer. They will often have access to the most powerful weapons and armour available. When the Exodites ride to war, it is the Kindred Guard who are tasked with protecting their lords as they lead the charge. Their ferocity and determination on the battlefield are matched only by their loyalty to their lord.

Kindred First Knight

WS 4 4

BS 4 4

S 3 3

T 4 4

W 1 2

I 5 5

A 2 2

Ld 8 9

Sv 3+ 3+

Bodyguard: First Knight is a special position of honor in a Kindred Guard. He is tasked with protecting his lord at all costs. Whilst the First Knight is still alive, the owning player automatically passes their Look Out Sir! Rolls for Independent Characters joined to this unit, but any Wounds diverted in this fashion must be allocated to the First Knight. In addition, the First Knight must always accept a Challenge if he is able.

SPECIAL RULES Dragonhide, Jungle Born UNIT TYPE: Heavy Cavalry

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SPIRITSINGERS
Some Exodites are more closely attuned to the psychic resonance of the world spirits, and are able to commune with the souls contained within through strange songs and rituals. These unusual individuals are known as Spiritsingers, and are revered among the kindreds for their ability to draw on the power of the world spirit and the knowledge of the ancestors who rest therein. Spiritsingers are so rare that they are generally given a high place of honor among their kind, and most will ride to battle only when all of the kindreds band together under the banners of the Dragon King himself. At other times, they are generally found among the stone circles and menhirs of the world spirit, communing with their ancestors in order to better advise and guide the Exodite nobility in the best path for the security and prosperity of their world. In addition to being able to commune with the dead, the Spiritsingers are also powerful psykers, able to draw on the power of the world spirits and their ancient, fallen gods in order to disrupt and demoralize their enemies.

Spiritsinger

WS 4

BS 4

S 3

T 4

W 2

I 5

A 2

Ld 9

Sv -

UNIT TYPE: Heavy Cavalry (Character) SPECIAL RULES Dragonhide, Jungle Born, Psyker WARGEAR Mark of Isha: Some Spiritsingers are marked out by the goddess Isha in some way. This will generally be a birthmark in the shape of the tear-laden eye of Isha. These remarkable individuals benefit from the protection of the goddess power. A unit which contains a Spiritsinger with the Mark of Isha may re-roll failed Deny the Witch rolls. The re-roll will only succeed on a D6 roll of 6+.

Tear of Isha: These ancient artifacts once allowed the Eldar to speak directly with the goddess Isha after the great barrier was set between gods and mortals. A measure of her power remains within, aiding the Spiritsinger in drawing on the powers of the Eldar deities. Once per battle, at the beginning of the Exodite players turn, a model with a Tear of Isha may use it to generate an additional D3 Warp Charge points that turn. PSYKER A Spiritsinger chooses their powers from the Melodies and Harmonies Spiritsinger Disciplines.

HERDMASTER
The Herdmaster is the highest ranking member of the order of dragonwarders. He owes fealty to none save the Dragon King himself, and acts to coordinate the efforts of the dragonwarder kindreds under his command. The Herdmaster of an Exodite world is chosen in much the same way as a Dragon King, with the Herdwardens of each dragonwarder kindred forming an electorate body to select the most experienced and capable leader to carry the burden and honour of the title. When the Exodites ride to war, the Herdmaster is always at the fore, harrying enemy from adragonback, or soaring above the field on a pterasaur and raining wraithbow fire down onto their heads. They are experts at field craft, easily spotting the best avenues of attack or ambush through the twisting pathways of the most overgrown jungles. Many are the foes who have died at the hands of a Herdmaster without even his companions knowing from whence came the attack.

Herdmaster

WS 4

BS 4

S 3

T 4

W 2

I 5

A 2

Ld 9

Sv 4+

UNIT TYPE: Heavy Cavalry (Character) SPECIAL RULES Dragonhide, Independent Character, Hit & Run, Jungle Born, Scouts, Split Fire

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DRAGON KNIGHTS
Eldar Exodites are virtually born into the saddle, with every member of a kindred learning to ride a dragon at a very early age. For the Exodite kindreds, dragons provide transportation, companionship and a considerable advantage in combat. Each dragon knight kindred consists of an extended family group of Eldar who work together in mutual support, both in their agricultural pursuits as well as on the field of battle. The rigors of life on the Exodite worlds ensure that the Eldar who call them home are capable warriors. Through defending their herds, participating in inter-kindred rivalries and engaging in ritualistic duels and jousts, the dragon knights hone their skills and sharpen their wits. Each dragon knight carries a long and elegant lance with which they guide their herd of megadons along the migration trails and protect them from predators. In times of war, these same lances are turned upon their enemies, combined with the devastating effect of a charging pack of vicious dragons. In a universe teeming with advanced technology and terrible alien horrors, the heavy cavalry of the Exodites remain surprisingly effective. The ferocity of the dragon knights in defense of their lands and herds is matched only by the fury and tenacity of the dragons upon which they ride.

Dragon Knight Chieftain

WS 4 4

BS 4 4

S 3 3

T 4 4

W 1 1

I 5 5

A 1 2

Ld 8 8

Sv 3+ 3+

UNIT TYPE: Heavy Cavalry SPECIAL RULES Dragonhide, Jungle Born

DRAGONWARDERS
While most Exodite kindreds are concerned with the cultivation of their crops and defense of their own herds, there are a small number of kindreds on each world who concern themselves with a larger scope of protection and vigilance. These kindreds are known as dragonwarders, and they are charged with patrolling the Exodite worlds, keeping watch over the other kindreds and warning them of danger, whether it be vicious predators, natural disasters or even invasion by outsiders. In order to fulfill their duties, the dragonwarders rely on the support of the other kindreds in the form of food, clothing and other necessities. In return, they keep watch over the travelling herds, warding off the larger predators and assisting the dragon knights in the defense of their charges. They also keep watch for signs of invasion, dangerous storms, volcanic eruptions and other threats to the Exodite kindreds and their way of life. More so than even the other kindreds, the dragonwarders share an extremely strong empathic bond with the creatures of their worlds, and some are even able to tame and ride pterosaurs. These large winged beasts bear the dragonwarders aloft to ride on the back of the wind, gaining a significant aerial advantage.

Dragonwarders Herdwarden

WS 4 4

BS 4 4

S 3 3

T 4 4

W 1 1

I 5 5

A 1 2

Ld 8 8

Sv 4+ 4+

UNIT TYPE: Heavy Cavalry SPECIAL RULES Dragonhide, Hit & Run, Jungle Born, Scouts, Split Fire (Herdwarden only)

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NOBLE KNIGHTS
The noble kindreds are the ruling class of the Exodites, with each kindred holding sway over a number of dragon knight kindreds as well as owning their own lands and maintaining their own herds. Through ties of blood and lineage, the noble kindreds are able to influence the chieftains of the dragon knights, helping to keep their rivalries down to an acceptable level of hostility and ensuring a generally peaceful political climate on the Exodite worlds. Due to their position of authority and responsibility, the noble kindreds are expected to be among the first to respond in times of need, such as an invasion by outsiders. To ensure they are prepared, the noble knights spend a good deal of their time training and honing their abilities. As a result, the noble kindreds are amongst the most potent and experienced warriors on an Exodite world.

Noble Knight Baron

WS 4 4

BS 4 4

S 3 3

T 4 4

W 1 2

I 5 5

A 2 2

Ld 8 9

Sv 3+ 3+

UNIT TYPE: Heavy Cavalry SPECIAL RULES Dragonhide, Jungle Born

SUNDERED KNIGHTS
A dragon knight shares a strong empathic bond with his dragon mount, making them a formidable team in combat. However, the attachment that grows from such a strong bond can be powerful and deep, and the severing of that bond devastating. It is not uncommon for an Exodite who has lost his dragon in battle to descend into a despairing grief, drifting away from his kindred and seeking an honourable death, worthy of the memory of his fallen companion. When an Exodite world is threatened by attack or invasion from outsiders, these pitiable loners will band together as if by instinct. They sweep out of the depths of the jungle; aid unlooked for, seeking to drive off the invaders. They desire to spare their brethren from their dismal fate and to protect the peaceful tranquility of their homeworlds. Most of all they wish to lay down their lives in defense of their homes and kin, their honorable sacrifice a fitting memorial.

Sundered Knight

WS 4

BS 4

S 3

T 3

W 1

I 5

A 1

Ld 8

Sv 3+

UNIT TYPE: Infantry SPECIAL RULES Fearless, Fleet, Furious Charge, Infiltrate, Jungle Born

The Sundered: Those who have been driven to despair by the loss of their dragon mount would do anything to prevent others from sharing their fate. If at the start of any Assault phase a unit of Sundered Knights is within 12" of a friendly unit of Dragon Knights, Noble Knights, Kindred Guard, Dragonwarders or any Exodite Independent Character, the Sundered Knights gain the Hatred and Rage special rules until the end of that Assault phase. In addition, they must declare a charge if they are able to do so.

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RAPTORS
Raptors are smaller, more agile cousins of the dragons ridden by the Exodite dragon knights. What they lack in size and strength, they make up for in ferocity and tenacity. Led by their pack leaders, raptors strike quickly and with a primitive cunning. Despite their smaller size, a pack of raptors is easily capable of bringing down a large megadon, or even a carnosaur. When the Exodites ride to battle, their dragonsingers call out to the various beasts that inhabit their worlds, and the raptors are among those that answer this strange call for aid. The bond between the dragonsinger and the raptor pack is tenuous at best, however. Should the link to the pack be disrupted, they may flee the field of battle.

Raptor Pack Leader

WS 4 5

BS 0 0

S 3 4

T 3 3

W 1 1

I 4 4

A 2 3

Ld 6 7

Sv 5+ 5+

UNIT TYPE: Beasts SPECIAL RULES Dragonhide, Feral Instincts, Furious Charge, Jungle Born WARGEAR Hunting Claws: Raptors have large, extremely sharp claws on one toe of each foot which they use to great effect as they leap onto their prey, tearing them apart in a flurry of kicks and slashes. In a Turn in which Raptors charge into combat, they treat their Natural Weapons Attacks as having the Rending rule until the end of that Phase.

TRICHEDONS
Trichedons are thick-hided creatures, somewhat larger and heavier than a horse. They are typically docile creatures, but when roused are capable of defending themselves with their sharp horns and bony head-crests. Though not particularly fast or agile, a herd of trichedons is capable of building up a tremendous amount of momentum, plowing through nearly anything in their path and shaking the earth with their thunderous, stomping gait.

Trichedon

WS 3

BS 0

S 4

T 5

W 2

I 3

A 1

Ld 6

Sv 4+

Unit Type: Infantry SPECIAL RULES Dragonhide, Feral Instincts, Furious Charge, Jungle Born, Thunderous Charge

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DRAKES
Drakes are small, winged lizards which inhabit the Exodite worlds. They travel in large groupings known as flights, which provide mutual protection for the tiny creatures, essential in such an inhospitable environment. Drake flights can be seen flitting among the jungles and coastlines of the Exodite worlds, hunting and fishing for their food and always moving the better to avoid the many large beasts that share their worlds. Though small, drakes are among the more intelligent creatures that inhabit the Exodite worlds. Their flights, invariably led by the fertile female queen, display a level of coordination unrivalled by any other non-sentient creature known to the Eldar. Of the beasts which answer the call of the dragonsingers, the drakes do so the most willingly, and are likely to continue helping their friends even if the dragonsingers are incapacitated.

Drake Wing Queens Wing

WS 3 3

BS 3 3

S 2 2

T 3 3

W 3 4

I 5 5

A 3 4

Ld 8 9

Sv 6+ 6+

UNIT TYPE: Jump Beasts SPECIAL RULES Dragonhide, Feral Instincts, Fleet, Hit & Run, Jungle Born, Swarms Loyal: Among the creatures which answer the call of the dragonsingers, none are more reliable than the tiny drakes. They have been known to continue attacking an enemy force even after the Exodites who called them have been slain or driven off. They tend to be even more dedicated in the presence of domesticated members of their own kind. Drakes may re-roll all failed Morale tests. Drakes treat any model with a Hunting Drake as a Dragonsinger for the purposes of Regrouping in regards to the Feral Instincts rule.

WARGEAR Fiery Breath: Drakes are capable of breathing small gouts of flame. Alone, an individual drakes flame is not powerful enough to be considered more than a minor threat. However, entire wings of drakes have been known to work together to burn their targets, using coordinated flight patterns that result in an attack much more dangerous than the sum of its parts. Each Drake Wing and Queens Wing is able to breathe fire, which is treated as a ranged weapon with the profile given below. In addition, Drakes are treated as having Assault Grenades, but only during the Assault Phase.
Fiery Breath Range Template Strength 4 AP 5 Type Assault 1

GREAT DRAKE
Great drakes are enormous creatures which closely resemble their much-smaller drake cousins. A typical adult will be between twelve and twenty meters in length from the end of its long snout to the tip of its sharp-bladed tail, with a wingspan of roughly ten to fifteen meters. Like its smaller kin, the great drake is very intelligent, and capable of breathing gouts of searing flame, though its version is quite a bit hotter! When facing powerful or numerous enemies, the Exodite dragonsingers will bend their will towards attracting a great drake to fight for them. A great drake on the attack is a remarkable sight to behold, hurling infantry and lighter vehicles about with equal ease, burning a swathe through the heart of the battle lines and striking fear into the hearts of those unfortunate enough to fall under its gaze.

Great Drake

WS 5

BS 3

S 6

T 6

W 3

I 5

A 3

Ld 9

Sv 3+

UNIT TYPE: Flying Monstrous Creature SPECIAL RULES Dragonhide, Feral Instincts, Jungle Born

WARGEAR Blazing Breath: Like the smaller drake cousins, the great drake is able to breathe gouts of searing flame. Naturally, the flame produced by such a large creature is quite a bit more potent. This is treated as a ranged weapon, with the profile given below. In addition, a Great Drake is also treated as having Assault Grenades, but only during the Assault Phase.
Blazing Breath Range Template Strength 6 AP 4 Type Assault 1, Torrent

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SAILBACKS
Sailbacks are another of the exotic species of large reptiles that are common to many Exodite worlds. They are characterized by the tall, sail-like crest that stands out along their backs. Possessed of the same naturally tough hides as many of the other beasts found on these worlds, the Sailbacks are made even more dangerous by their ability to produce corrosive poisons which they can spit at distant targets. Even more deadly is the Firemouth, a larger and more foultempered variety of Sailback, whose poisons are even more corrosive and whose temperament matches their typical fiery-red colouration. Where most Sailbacks are content to hunt quietly in the jungles, becoming aggressive only when threatened, the Firemouths are known to aggressively attack anything they perceive to be a threat or competition.

Sailback Firemouth

WS 3 4

BS 3 3

S 4 5

T 4 4

W 2 2

I 3 3

A 1 2

Ld 6 6

Sv 4+ 4+

UNIT TYPE: Beasts SPECIAL RULES Dragonhide, Feral Instincts, Jungle Born WARGEAR Corrosive Venom: Sailbacks produce a highly acidic poison that they are able to both infuse into their powerful bites, as well as spit over impressive distances. They use this poison primarily for hunting and defence, but when called to war by the Exodites, it is used to deadly affect as a sort of biological artillery.
Ranged Profile Melee Profile Range 36 Strength 4 4 AP Type Assault 1, Barrage, Poisoned (4+), Rending Melee, Poisoned (4+), Rending

Firemouth Venom: Firemouths are a larger, more ferocious variety of the Sailback species. Their venoms are stronger and more deadly, and they are significantly more aggressive. Firemouths have the improved profile shown above. In addition, their Corrosive Venom is improved to use the below profile.
Ranged Profile Melee Profile Range 36 Strength 5 5 AP Type Assault 1, Barrage, Poisoned (4+), Rending Melee, Poisoned (4+), Rending

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MEGADON
The term megadon refers not to a single species, but to a number of very large creatures that inhabit the Exodite worlds. The smallest megadons are roughly the same size as the standard Imperial Rhino transport, while the largest varieties are more comparable to a superheavy battle tank. The Exodite kindreds guide vast herds of these enormous creatures over their lands, leading them to feeding grounds and protecting them from the various predators that stalk the jungles of their verdant worlds. The Exodites rely on the megadons flesh for meat and leather, on their bones for tools and weapons, and on other parts for medicines and many other necessities. A megadon herd is regarded as a highly valuable commodity by the Exodites, and they take great care to ensure that no part of a slain megadon goes to waste. When great need arises, the Exodites are known to harness weapon-laden battle platforms to some of the less timid members of their herd. They are then ridden into battle, where their great size strikes fear into the hearts of the opposition, and their thick and durable hides provide them some measure of protection against the devastating weaponry they often face.

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

WS 3 3 3

BS 3 3 3

S 6 7 8

T 6 7 8

W 3 4 5

I 2 2 1

A 3 2 2

Ld 6 6 6

Sv 3+ 3+ 3+

UNIT TYPE: Monstrous Creature SPECIAL RULES Dragonhide, Furious Charge, Jungle Born, Thunderous Charge Gun Platform: When the Exodites ride a megadon into battle, it is arrayed with a specially constructed battle platform that is designed to allow the riders to fight on the move, automatically compensating for the turbulent lumbering gait of such a large creature as it moves. A megadon may always fire its entire compliment of weapons once per Shooting phase, always counting as stationary. It must, of course, fire all of them at the same enemy target. Spooked: Though large, megadons tend to be easily spooked amongst the cacophony of battle. The Exodites riding a megadon do their best to keep it under control, but sometimes even their empathic guidance is not enough, especially when the megadon is wounded and in pain. At the end of any Shooting phase in which a megadon has suffered at least one wound, it must take a Morale check in the same manner as a unit which has lost 25% or more of its models. Add the megadons remaining wounds to its Leadership value for the purposes of any Morale test it makes (to a maximum of 10). For example, a megadon (Leadership 6) with 3 wounds remaining would have a Leadership value of 9.

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CARNOSAUR
The carnosaur is among the largest and most dangerous predators commonly found on the Exodite worlds. A full-grown adult may stand between five and ten meters tall. Their mouths are filled with rows of razor-sharp teeth, capable of rending the extremely tough hides of the various megadon species. Carnosaurs are naturally very aggressive and territorial, and have been known to attack other carnosaurs, fully armed dragonknight parties and even the occasional great drake. In the desperation of battle, the Exodites are sometimes able to call upon the dubious aid of a nearby carnosaur, sending it crashing into the ranks of the enemy to sow confusion and fear as it searches hungrily for something edible. The risk here is that, due to the carnosaurs volatile temperament and limited intelligence, they are very difficult to control. There have been occasions when an Exodite warhost has been caught unawares as a carnosaur turns upon them rather than attacking their foes.

Carnosaur

WS 5

BS 0

S 7

T 6

W 3

I 4

A 3

Ld 8

Sv 4+

UNIT TYPE: Monstrous Creature SPECIAL RULES Dragonhide, Feral Instincts, Furious Charge, Jungle Born Apex Predator: Carnosaurs are among the largest and most dangerous predators on the Exodite worlds, capable of killing even the largest megadons and drakes with their powerful, toothfilled jaws and sharp claws. Carnosaurs treat their close combat Attacks as having the Fleshbane special rule.

Territorial: Carnosaurs are highly territorial, unwilling to share their chosen hunting grounds. Their natural urge is to chase off or kill any potential competition, especially creatures as large as or larger than themselves. Carnosaurs are treated as being Fearless whenever they are locked in combat. If there is a Monstrous Creature, Flying Monstrous Creature or any type of Vehicle within 12" and in Line of Sight of a Carnosaur and the Carnosaur is required to Fall Back for any reason, it will instead attempt to charge the nearest Monstrous Creature, Flying Monstrous Creature or Vehicle that is in Line of Sight, be it friend or foe. If it successfully charges the model, work out the combat during the next Assault phase, counting the Carnosaur as charging, and under the control of the opponent of the model that was charged until the combat comes to an end.

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WAR WALKERS
While most Exodites ride dragons when guiding a herd or engaging in battle, some prefer to mount up on tall, graceful and deadly bipedal vehicles known as war walkers. What these machines lack in armour, they make up for with hard-hitting weaponry and manoeuverability. This makes them well suited both to herding dragons and acting as scouts and weapons platforms in battle. However, the pilot of a War Walker is not without protection, for the vehicle is equipped with an array of force fields that blur and distort its outline, making it as least as safe as a fully enclosed vehicle. Often the first thing an enemy will know about the presence of an Exodite force is a ripple in the terrain ahead followed by a blistering firestorm that efficiently eliminates the observer.
Armour Front Side Rear 10 10 10

Being lightly built, squadrons of War Walkers rely on the use of their ranged weaponry to neutralise threats in order of priority. To aid them in herding dragons, Exodite War Walkers are invariably armed with a Laser Lance, which is backed up by a heavy weapon of some sort. They are quite effective in battle, owing to extremely advanced support systems, including piloting failsafes in the form of spirit stones. It is said that during battle the pilot of a War Walker enters a kind of meditative state. He becomes one with his craft, the machine effortlessly stalking through terrain as its twin weapons scythe through the foe. The sheer rate of fire a full squadron of War Walkers can provide is often enough to obliterate an entire platoon of enemy troops in a single volley.

UNIT TYPE: Walker, Open-Topped


I 4 A 2 HP 2

War Walker

WS 3

BS 3

S 5

SPECIAL RULES Fleet, Jungle Born, Scouts

KNIGHT CONSTRUCT
Knights are fast-moving, powerful war machines thirty to forty feet tall, controlled by a single warrior. In times of peace, they are used to help direct the largest animals in the Exodite dragon herds, those who would take little notice of the blasts from the lances of the dragon knights. When the Exodites go to war, their knights often march alongside the dragon knights. With their devastating array of weaponry, the mere gaze of a knight is said to bring death to its enemies. Among the varieties of knights, there are several types which are among the most common. These include the fire gales and towering destroyers, which are bipedal and mount an array of ranged and close combat weapons, as well as the swifter bright stallions, which mount an additional pair of legs to increase mobility make them steadier. Whatever form they take, the knights certainly add an imposing element to a force already teeming with massive creatures and ferocious beasts.

Bright Stallion Fire Gale Towering Destroyer

WS 4 4 4

BS 4 4 4

S 9 9 10

T 7 7 8

W 5 5 6

I 5 5 5

A 3 3 4

Ld 10 10 10

Sv 3+ 3+ 3+

Agile: Bright Stallions are fitted with additional legs, allowing for greater speed and agility in battle. A model with this rule gains the Fleet special rule. In addition, a unit that contains only models with this special rule can either Shoot and then Run, or Run and then Shoot, in the same Shooting Phase. The unit must complete both actions before you move on to the next unit otherwise the chance to make the second action is forfeit. WARGEAR Jump Jets: Many Knights are fitted with powerful jump jets that allow them to make graceful leaps across the battlefield, improving their already impressive mobility. A Knight equipped with jump jets changes its unit type to Jump Monstrous Creature.

UNIT TYPE: Monstrous Creature SPECIAL RULES Fearless, Jungle Born

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OUTCAST RANGERS
Many Eldar take the Path of the Outcast during their lives, becoming Rangers and leaving their Craftworlds to seek adventure in the wide universe. These Outcasts travel between the stars in their spacecraft, searching for Maiden Worlds to settle, and visiting the Exodite worlds where they may live amongst their distant cousins. Outcasts are common enough on the Exodite worlds, often seeking the patronage of one of the Exodite Kindreds. In return they fight alongside the kindred's warriors and, for a while at least, enjoy the freedom of mind which is impossible on the Craftworlds. Some Outcasts will settle permanently amongst the Exodites, or upon some uninhabited world, becoming the first settlers of a new Eldar colony. To the Exodites the Outcasts are strange romantic figures, the masters of a hidden lore and way of life which is arcane and archaic. They bring skills which the Exodites value highly, and so are always made welcome in the courts of the tribal Exodites.

Ranger

WS 4

BS 4

S 3

T 3

W 1

I 5

A 1

Ld 8

Sv 5+

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

WARGEAR Mesh Armour: Mesh armour is comprised of thousands of tiny pieces of thermoplast that harden on impact to form an effective, lightweight armour. Mesh armour confers a 5+ Armour Save. Ranger Long Rifle: Ranger long rifles are precision implements designed for sniper fire. So armed, a Ranger can hit an enemys eye socket at a thousand paces.
Ranger Long Rifle Range 36 Strength X AP 6 Type Heavy 1, Sniper

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HARLEQUINS
For the warrior dancers of the Harlequins, there is no distinction between art and war. Followers of the cunning deity known as the Laughing God, they are the strangest and most inscrutable of all the Eldar. Their mastery of the physical arts twinned with their incredible speed makes the Harlequins the deadliest fighters of their race. Every moment is a performance, and they perform their legendary masques with puissant skill, flair and passion their hallmark upon the field of battle. The Harlequins are not tied to any particular craftworld or Exodite world, but wander from world to world through the interspacial tunnels of the webway. They occasionally grace other Eldar with impressive performances and acrobatic displays, and are even rumoured to visit the cursed Dark Eldar in their twilight city of Commorragh. In these pageants each Harlequin plays the role of one of the figures from Eldar legend, and they act out stylised versions of Eldar mythic cycles. Harlequins wear exotic multi-coloured costumes at all times, and employ shimmering holo-suits they call dathedi. Similar in function to the holo-fields used by Eldar battle tanks, a holo-suit breaks up the outline of the wearer. Every time the wearer moves his outline explodes into a scintillating cloud of tiny fragments, and when he stops he coalesces into a solid image once again. The Harlequins never show their real faces but conceal them beneath a shifting mask that can assume any image at the will of the wearer. When the followers of the Laughing God go to war, their masks reflect the worst nightmares of those who gaze upon them.

Harlequin Shadowseer Death Jester Troupe Master

WS 5 5 5 5

BS 4 4 4 4

S 3 3 3 3

T 3 3 3 3

W 1 1 1 1

I 6 6 6 6

A 2 2 2 3

Ld 9 9 9 10

Sv -

UNIT TYPE: Infantry SPECIAL RULES Fleet, Furious Charge, Hit & Run WARGEAR Flip Belt: Harlequins unnatural agility is enhanced by anti-grav technology. Harlequins are not slowed by difficult terrain. Holo Suit: Eldar Harlequins use sophisticated holo-suits to fragment their image and baffle incoming fire. A holo-suit grants the wearer a 5+ Invulnerable Save. Harlequins Kiss: When the needle-pointed muzzle of the Harlequins kiss is punched into an enemys body, the monofilament wire concealed within it uncoils, immediately reducing the unfortunate victims insides to a gory soup.
Harlequins Kiss Range Strength User AP Type Melee, Rending

Fusion Pistol: Fusion weapons cause the molecules in the target to hyper-vibrate, generating so much heat that their targets burst into flames before suddenly liquefying and then evaporating into nothingness.
Fusion Pistol Range 6 Strength 8 AP 1 Type Pistol, Melta

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SHADOWSEERS Shadowseers are specialist psykers whose abilities are centered around confusion and fear. They add to the potency of their performances by releasing programmed hallucinations from their creidann grenade launcher backpacks. During the masques, the Shadowseers act as storytellers, forming scintillating phantoms that dance and duel in the air. In battle, they can force visions of unholy terror upon the foe or even remove the Harlequins presence from their minds altogether. Hallucinogen Grenades: These grenades release a thick, sweetsmelling hallucinogenic gas that pacifies and disorients those who inhale it. All models in a unit that contains one or more models with hallucinogen grenades counts as being armed with plasma grenades. Veil of Tears Warp Charge 1 Sketching a gesture in the air, the Shadowseer hides his Harlequin comrades from sight. Veil of Tears is a blessing that affects the Shadowseer and their unit. Any enemy unit wishing to target the Shadowseer or their unit must roll 2D6x2. If the Shadowseer or their unit are not within this distance in inches, the enemy unit may not fire this turn.

DEATH JESTERS The Death Jesters are heavy weapon specialists, sinister warriors who stand apart from their fellow Harlequins and even from each other. Their costumes always feature skulls, bones and deaths head masks, and are often decorated with bones of their predecessors. Death Jesters have a morbid sense of humour, and their mocking laughter often heralds a messy and painful death. Shrieker Cannon: A Death Jesters Shrieker Cannon fires shuriken impregnated with virulent genetic toxins, causing its victims to rupture and explode in spectacular fashion.
Shrieker Cannon Range 24 Strength 6 AP 5 Type Assault 3, Bladestorm, Pinning

THE DANCE WITHOUT END


The plays and songs of the harlequins are full of subtle meanings and significances that only the Eldar can fully appreciate. The roles within each performance are always taken by the same players, thus the role of the Laughing God is always played by the Troupe Master himself, whilst that of Fate is played by the Shadowseer, Death by the Death Jester and so on. The majority of the roles are played by the Chorus and the Mimes, who make up the bulk of the Troupe. Having no individual names or identities they have become the players of the Troupe in a quite literal way. For example, Mimes never speak and always wear their expressive shape-shifting masks, never revealing their faces. Only one can play the part of She Who Thirsts the silent and reclusive Harlequin known as the Solitaire. His role commands ultimate fear and respect, and also makes him the most dangerous of all Harlequins, for a Solitaire treads the Path of Damnation.

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DYANN ALATHAR
THE GREAT WARRIOR KING
Dyann AlAthar was destined to rule from the very beginning of his life. He was born on the eve of a great battle, during which his wise and revered sire, the Dragon King of Bain-Ish, was slain by the Imperial knight baron Lord Clauditus. With his last words, the King foretold that his son would become a warrior greater and wiser than even himself, and that he should be groomed as his eventual successor. He declared the name of Dyann AlAthar with his dying breath, which, loosely translated, means Great Warrior King. The Eldar of Bain-Ish loved their King greatly and, after seeing off the knight barons after a long and bitter struggle, vowed that they would serve no King until the child came of age and could take his rightful place as their sovereign ruler. Such a succession was unheard of among the Exodites, but so great was their love for the old King that none dared to contend for the throne. Dyann AlAthar was raised among the nobility, schooled in the ways of war as his father wished, and eventually assumed the mantle of Kingship among the people of Bain-Ish. Soon after ascending to his throne, AlAthar was put to the test as the knight barons returned to again plunder the herds of Bain Ish. Led by none other than Lord Clauditus, the barons came in such force as had not been seen even in the memory of the oldest members of the nobility. Though faced with a seemingly insurmountable foe, AlAthar took up his fathers armour and weapons and led his people to war in defense of their world and its spirits. The time had come for him to prove the prophecies of his dying father. Though the knight barons were great in number, AlAthar and his people set upon them in the night, and in three hours of bloodshed and terrible destruction, the barons knight titans were reduced to rubble and their household guards scattered or slain. Few made their way offworld to tell of the devastation or the wrath of the new King of Bain-Ish, and Clauditus himself met his end at the tip of AlAthars spear after his own knight was brought down. The Great Warrior King had come into his own, and the death of his father was duly avenged.

Dyann AlAthar

WS 7

BS 6

S 3

T 4

W 3

I 6

A 4

Ld 10

Sv 3+

UNIT TYPE: Heavy Cavalry (Character) SPECIAL RULES Dragonhide, Independent Character, Jungle Born Absolute Sovereignty: On the world of Bain-Ish, Dyann AlAthar holds absolute power, having led his kindreds to victory over the Imperial knight barons time and again. His warriors trust him with their lives, and his commands are obeyed without question. As long as they are within 12 of Dyann AlAthar, a ll Dragon Princes, Kindred Guard, Noble Knight Kindreds, Dragon Knight Kindreds and Dragonwarder Kindreds gain the Stubborn special rule, may use his Leadership for any Morale and Pinning Tests they are required to take, and benefit from Heroic Morale as if they were joined by an Independent Character.

WARGEAR Spear of Kurnous: The Spear of Kurnous is a potent weapon carried by Dyann AlAthars ancestors from their homeworld during the great exodus. In form and function it resembles the singing spears used by many Eldar psykers, however it pulses with power and fills the bearer with wild potency said to have been imbued by the great hunter-god himself in ages past. The wielder of the Spear of Kurnous gains the Furious Charge universal special rule.
Ranged Profile Melee Profile Range 12 Strength 10 +1 AP Type Assault 1, Fleshbane Melee, Armourbane, Fleshbane

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LIRKUROM FRTE
THE BEASTCALMER
Lir'Kurom Frte is the Dragon King of Main -Kurnou. His rise to the Kingship was an unusual one, as he was not raised amongst the Exodite nobility, but rather among the Dragonwarders. Serving as a Dragonsinger of such a kindred, he kept watch over the other kindreds and their herds, protecting them from the many dangers prevalent on their untamed world. After many years of relative peace and prosperity, the world of Main-Kurnou fell under the gaze of the Ork Warlord Uzgrubb, who delighted in the chance to despoil the verdant world and subjugate its feral and seemingly primitive population of pointyearned lizard-riders. His Waaagh! struck swiftly and his Orks offered no quarter as they brutally slaughtered the Exodites and their herds alike. LirKurom fought bravely during the initial struggles, but he was separated from his kindred during a battle and left behind, fighting his way through the Ork hordes. He lost his dragon along the way, and though it grieved him deeply, still he fought on, until he was at last alone in the jungle, the Orks having moved on. Unsure of what to do next, LirKurom knelt a t a nearby plinth of wraithbone, an extension of the World Spirit to the surface of the world, and prayed for guidance from his ancestors. As he did so, he heard a mighty roar from somewhere nearby, then saw a massive carnosaur stalking through the trees. It caught sight of him, and turned his way As more and more Orks poured into the battle from the hulks and kruizers in orbit, all seemed lost. The Exodites gathered into one mighty army and prepared to make their final glorious stand. Pouring out of the jungle, the massed ranks of dragon knights charged the Ork lines. For a time the Orks wavered, but soon they turned back and threw themselves into the fray with a deafening communal roar. It appeared that the Exodites would find nothing but death on the field of battle this day, and that their world would be lost and the spirits of their ancestors abandoned to the depredations of the Orks, or worse. The Dragon King and all of his kindred guard fell during the battle. When all seemed completely lost and hopeless, there came from the nearby jungle a tremendous and terrible sound, a roar so loud it carried over the din of battle and the racket of the Orks. All fell silent, looking toward that sound. Out of the jungle came a huge carnosaur, hurtling towards the Ork lines. On its back rode a tall figure, none other than LirKurom Frte, who had tamed the beast with his will alone. He carried a long lance which spat white-hot death into the ranks of the Orks, while the great beast upon which he rode smashed them aside, ripped them asunder, or devoured them. Following behind was a great host of various jungle beasts which quickly set upon the Ork hordes. With the arrival of this new enemy, the Orks found a terror they hadnt known before, and they fell bac k. The Exodites followed, cutting them down in droves. Rallying around the carnosaur and its rider and surrounded by various other creatures, they drove most of the Orks off their world. When the battles were finally over, and the remaining Orks driven into the jungle and scattered, the Exodites made Lir'Kurom Frte their new Dragon King.

Lir'Kurom Frte

WS 6

BS 6

S 7

T 6

W 3

I 6

A 3

Ld 10

Sv 3+

UNIT TYPE: Monstrous Creature (Character) SPECIAL RULES Dragonhide, Independent Sovereignty

Beastcalmer: LirKurom Frte is hailed as the most empathic Dragonsinger ever to live. His connection to the various beasts of his world is unparalleled. As long as LirKurom Frte is on the table, all friendly units with the Feral Instincts special rule are treated as if they were always within 12 of a Dragonsinger.

Character,

Jungle

Born,

Apex Predator: Carnosaurs are among the largest and most dangerous predators on the Exodite worlds, capable of killing even the largest megadons and drakes with their powerful, toothfilled jaws and sharp claws. LirKurom Frte treats his close combat Attacks as having the Fleshbane special rule.

29 Codex Eldar Exodites v2.0 Updated 01/03/2014

ELIYSA ISHMAL
THE VOICE OF THE MOTHER
ElIysa Ishmal is said to have been chosen at the time of her birth to be the voice of Isha amongst the Exodites, and beyond to the scattered peoples of the Eldar race. Unlike most of her kind, she has travelled extensively, having visited most of the Exodite worlds, many Craftworlds and Corsair fleets, and it is whispered even the dreaded city of Commorragh. ElIysa is highly respected, and even feared, among the Eldar. Her voice is a reminder of what they have lost, but also of their hopes for the future. Her presence among them is a portent of great and terrible events, and even the mightiest Farseers cannot see what lies ahead on her path. Her footsteps are as the coming of doom to those around her, yet she is also a herald of victory, glory and hope for all Eldar. Wherever she travels, ElIysa speaks to the Eldar people, telling them of times past, and times yet to come. She reminds them of the dangers of She Who Thirsts, and the perils of slipping back into the time of terror before the Fall. She calls them to arms against enemies who would seek to eradicate the Eldar and supplant their rightful rule of the galaxy, and rides to battle alongside any of her kind willing to fight for the glory of the Eldar and the memory of their long-lost mother. What her ultimate goals may be is unknown, for she speaks only of those things which stir the hearts and move the hands of those around her. That she has some higher purpose for her people is beyond doubt for any who have heard her stirring voice, and they are willing to follow her to whatever end.

ElIysa Ishmal

WS 4

BS 4

S 3

T 4

W 2

I 5

A 2

Ld 10

Sv 3+

UNIT TYPE: Heavy Cavalry (Character) PSYKER ElIysa always has access to all powers from the Melodies and Harmonies Spiritsinger Disciplines. SPECIAL RULES Dragonhide, Independent Character, Jungle Born, Psyker (Mastery 3) Chosen of Isha: ElIysa has been marked out as the chosen voice of the goddess Isha, and as such benefits from her protection as she draws upon the power of the Warp. ElIysa is a Spiritsinger and has access to all of the Spiritsinger Melodies and Harmonies. Whenever ElIysa suffers a Perils of the Warp attack, she may ignore it on a D6 roll of 3+. Enemy of Nurgle: As the goddess Isha is the embodiment of life and fertility to the Exodites, so too does Nurgle represent death, decay and pestilence in all its forms. There are even whispers among some Eldar that Nurgle himself holds the goddess trapped within his twisted realm. If any living Eldar knows the truth of these myths, it is ElIysa Ishmal. Though she has never spoken aloud on the matter, she nevertheless displays a deepseated hatred of Nurgle and his followers, seeking to destroy them wherever they may be. ElIysa and any unit she has joined are granted the Hatred rule in regards to any model with the Mark of Nurgle or the Daemon of Nurgle special rule.

The Voice of Isha: In ancient days, Isha walked among her mortal children, the Eldar, and spoke with them in person. Later, she continued to commune with them via the Tears of Isha forged for her by Vaul. Always her voice has been a comfort to the Eldar people. It is said that ElIysa speaks with the Voice of Isha herself, and her words stir the hearts of the Eldar in a way they cannot truly express. At the start of each Exodite turn, ElIysa may choose to speak to a single unit of Dragon Knights, Noble Knights, Kindred Guard or Dragonwarders within 18, granting the unit and any attached characters either the Furious Charge or Stubborn special rule until the start of the next Exodite turn. (Note that this may be ElIysas own unit.) WARGEAR Staff of Sorrows: The Staff of Sorrows is a sacred relic passed down through the ages, always to a specially chosen Spiritsinger. It is said that the blade atop the staff was forged from the very first tear which Isha shed upon learning of her separation from her mortal children, the Eldar race.
Staff of Sorrows Range Strength User AP Type Melee, Armourbane, Fleshbane, Sorrowful, Soul Blaze

Sorrowful: Any model that suffers an unsaved Wound from the Staff of Sorrows must pass a Leadership test or be removed from play. (Note that this does not apply to Wounds caused by the Soul Blaze rule only Wounds inflicted directly by the Staff of Sorrows.) Each model removed from play in this way grants the Staff of Sorrows a single stored Warp Charge point, to a maximum of 3 points. Once per turn ElIysa may draw a single stored Warp Charge point from the Staff and add them to her own Warp Charge total. Warp Charge points stored in the Staff remain in the staff until they are drawn out or ElIysa is slain.

30 Codex Eldar Exodites v2.0 Updated 01/03/2014

MEINLY KURIM-WE
Young Meinly was born into the Dem-Gillath knight kindred on the world of KurLiras. Her father Ya -nus, the kindreds Chieftain, was a firm and strict leader who followed the oldest traditions to the letter. This included the outdated tradition forbidding females of the KurLiran kindreds from unde rtaking any roles other than child rearing, which could be traced back many centuries to a time when a plague had nearly wiped out the Exodites of KurLiras. This was rather unfortunate for Meinly, who at a very young age discovered a distinct aptitude for music and a strong talent for calming the many beasts of her kindreds herds. It was obvious to all by Ya-nus that the child was destined to be a Dragonsinger, perfectly suited, but he would not yield. After others of the kindred, including Meinlys mother, petitioned Ya-nus to allow her to follower her apparent destiny, he forbid her from ever singing or playing music, and declared that she would be banished from the kindred if she ever attempted to use her beastcalming abilities. Rather than endure such a punishing stifling of her natural gifts, Meinly ran away, banishing herself into exile.
Meinly Kurim-We WS 4 BS 4 S 3 T 4 W 1 I 5 A 1 Ld 8 Sv 3+

While wandering in the wilderness of KurLiras, she came across an entire clutch of unhatched and unattended Drake eggs. Watching the eggs for days without sleeping, Meinly guessed that the queen which laid the eggs must have been killed along with her flight, so she determined to see them all safely hatched. After a frantic hatching, with Meinly standing in for the drake flight which would normally be in attendance, the little drakes were all hatched and fed safely. Most of them flew off on their own, but a small flight the ones who had been nearest Meinly during the hatching, stayed with her and adopted her as a surrogate mother. Eventually, Meinly found her way to another, far less hidebound group of Dragon Knights, a kindred known as Beindan. FayLar, the chieftain of her new kindred, petitioned the Dragon King of KurLiran to allow them to adopt her as one of their own. Their petition was granted, and after undertaking many years of training she was finally allowed to realize her true potential as a Dragonsinger for her new kindred.

UNIT TYPE: Heavy Cavalry (Character) SPECIAL RULES Dragonhide, Jungle Born Drakesinger: Meinly is constantly accompanied by her small flight of drakes, which she has trained well to aid her kindred in their herding duties. In battle, they keep close watch over Meinly and her fellows, harrying their opponents with small gouts of flame and raking them with their sharp claws. Meinly counts as a Dragonsinger for the purposes of the Feral Instincts special rule. In addition, as long as Meinly is in play, she and every model in her unit are treated as if they are accompanied by a Hunting Drake as described in the Wargear section. Any unit of Drakes within 6 of Meinly at the start of the Assault Phase gains the Rage special rule for the remainder of the turn. WARGEAR Flaming Breath: Meinly is able to coordinate her small flight of drakes in the perfect application of their fiery breath. To represent the coordination between Meinly and her drake flight, as long as Meinly is in play, her unit may make an additional Fiery Breath shooting attack beyond their normal shooting. Choose any model in the unit to be the firing model for the template, and then proceed as normal. This works for both normal shooting as well as overwatch.
Flaming Breath Range Template Strength 4 AP 5 Type Assault 1

31 Codex Eldar Exodites v2.0 Updated 01/03/2014

EXODITE ARMY LIST


The following pages contain an army list that enables you to field an Exodite army and fight battles using the scenarios included in the Warhammer 40,000 rulebook. It also provides you with the basic information youll need in order to field an Exodite army in scenarios youve devised yourself, or that form part of a campaign. The army list is split into five sections. All the squads, creatures, vehicles and characters in the army are placed into one of these depending on their role on the battlefield. Each model is also given a points value, which varies depending on how effective that model is in battle. Before you choose an army, you will need to agree with your opponent upon a scenario and the total number of points each of you will spend. Then you can proceed to pick your army as described.

USING THE ARMY LISTS


To make a choice, look in the relevant section of the army list and decide what unit you want to have in your army, how many models there will be in it, and which upgrades you want (if any). Remember that you cannot field models that are equipped with weapons or wargear not shown on the model. Once this is done subtract the points value of the unit from your total points, and then go back and make another choice. Continue doing this until you have spent all your points. Then youre ready to do battle!

ARMY LIST ENTRIES


Each army list entry consists of the following: Unit Name: The type of unit, which may also show a limitation on the maximum number of choices you can make of that unit type. Page Number: This lists the page number of the units entry in th e Forces of the Exodites section, which may contain wargear, special rules or other information unique to the unit, as well as the units background information. Profile: These are the characteristics of that unit type, including its points cost. Where the unit has different warriors, there may be more than one profile. Unit Type: This shows the units type as described in the Warhammer 40,000 rulebook. Unit Composition: This shows the number of different types of models in the unit, or the number of models you may take for one choice from the force organisation chart. Often this is a variable amount, in which case it shows the minimum unit size. Wargear: These are the units standard weapons, armour and other equipment. Options: This lists the different weapons and equipment options for the unit and any additional points for taking these options. It may also include an option to upgrade the squad to include one or more characters or other special model types. Special Rules: This is where youll find any special rules that apply to the unit. See the Forces of the Exodites section for the details of these rules. Psychic Powers: This is where you will find notes on any Psychic Powers that models in the unit may be able to use.

USING A FORCE ORGANISATION CHART


The army lists are used in conjunction with the force organisation chart from a scenario. Each chart is split into five categories that correspond to the sections in the army list, and each category has one or more boxes. Each box indicates that you may make one choice from that section of the army list, while a dark-toned box means that you must make a choice from that section. Note that unless a model or vehicle forms part of a squad or a squadron, it is a single choice from what is available to your army.

ALLIES OF THE EXODITES The Exodites may occasionally find themselves fighting alongside other forces when the situation warrants, though this is far less common that many other forces.
Battle Brothers: Dark Eldar, Eldar, Eldar Corsairs, Eldar Harlequins Allies of Convenience: Imperial Guard, Tau Desperate Allies Adeptus Mechanicus, Black Templars, Blood Angels, Dark Angels, Genestealer Cult, Grey Knights, Necrons, Orks, Space Marines, Space Wolves, Sisters of Battle Come the Apocalypse: Chaos Cult, Chaos Daemons, Chaos Space Marines, Tyranids

32 Codex Eldar Exodites v2.0 Updated 01/03/2014

HQ
Dragon King
Unit Dragon King WS 6 BS 6 S 3 T 4 W 3 I 6 A 3 Ld 10 Sv 3+

70 points
Unit Type Heavy Cavalry (Character)

page 14
Unit Composition 1 Dragon King

Wargear: Dragon Lance Knight Armour

Special Rules: Dragonhide Independent Character Jungle Born Sovereignty

King of the World


The Dragon King holds sway over an entire Exodite world, his word is law and his is the responsibility for the lives of his people. Your army may only ever include a single Dragon King, regardless of the number of detachments.

Options May replace his dragon lance with one of the following: laser lance +5 pts drake lance +15 pts blade of Vaul +25 pts May be given one of the following: shield of champions +10 pts shield of Vaul +20 pts May be given any of the following: armour of Vaul +35 pts dragon helm +5 pts dragonhide cloak +5 pts hunting drake +15 pts poisoned blade +5 pts Vauls sigil +15 pts

Dragon Prince
Unit Dragon Prince WS 5 BS 5 S 3 T 4 W 3 I 6 A 3 Ld 9 Sv 3+

50 points
Unit Type Heavy Cavalry (Character)

page 15
Unit Composition 1 Dragon Prince

Wargear: Dragon Lance Knight Armour

Special Rules: Dragonhide Independent Character Jungle Born

Options May replace his dragon lance with one of the following: laser lance +5 pts drake lance +10 pts May be given any of the following: dragon helm +5 pts dragonhide cloak +5 pts hunting drake +15 pts poisoned blade +5 pts shield of champions +10 pts

Herdmaster
Unit Herdmaster WS 4 BS 4 S 3 T 4 W 2 I 5 A 2 Ld 9 Sv 4+

40 points
Unit Type Heavy Cavalry (Character)

page 16
Unit Composition 1 Herdmaster

Wargear: Wraithbow Warden Armour

Special Rules: Dragonhide Independent Character Hit & Run Jungle Born Scouts Split Fire

Options May be given any of the following: drake arrows hunting drake poisoned blade pterasaur mount swarm arrows

+10 pts +15 pts +5 pts +10 pts +10 pts

33 Codex Eldar Exodites v2.0 Updated 01/03/2014

HQ
Dyann AlAthar
Unit Dyann AlAthar WS 7 BS 6 S 3 T 4 W 3 I 6 A 4 Ld 10 Sv 3+

125 points
Unit Type Heavy Cavalry (Character)

page 28
Unit Composition 1 (Unique)

Wargear: Spear of Kurnous Knight Armour Shield of Champions Dragon Helm Dragonhide Cloak

Special Rules: Absolute Sovereignty Dragonhide Independent Character Jungle Born Warlord Trait: Wrath of Ancient Days

King of Bain-Ish
Dyann AlAthar holds sway over the world of Bain-Ish, his word is law and his is the responsibility for the lives of his people. Dyann AlAthar counts as the single Dragon King you may include in your army.

Lir'Kurom Frte
Unit Lir'Kurom Frte WS 6 BS 6 S 7 T 6 W 3 I 6 A 3 Ld 10 Sv 3+

175 points
Unit Type Monstrous Creature (Character)

page 29
Unit Composition 1 (Unique)

Wargear: Bright Lance Knight Armour Dragon Helm Dragonhide Cloak Ballad of the Beast

Special Rules: Apex Predator Beastcalmer Dragonhide Independent Character Jungle Born Sovereignty Warlord Trait: Master of Monsters

King of Main-Kurnou
Lir'Kurom Frte holds sway over the world of Main-Kurnou, his word is law and his is the responsibility for the lives of his people. Lir'Kurom Frte counts as the single Dragon King you may include in your army.

ElIysa Ishmal
Unit ElIysa Ishmal WS 4 BS 4 S 3 T 4 W 2 I 5 A 2 Ld 10 Sv 3+

150 points
Unit Type Heavy Cavalry (Character)

page 30
Unit Composition 1 (Unique)

Wargear: Staff of Sorrows Rune Armour Tear of Isha

Special Rules: Chosen of Isha Dragonhide Enemy of Nurgle Independent Character Jungle Born Psyker (Mastery 3) Voice of Isha

Warlord Trait: Unbreakable Resolve Psyker: ElIysa always has access to all powers from the Melodies and Harmonies Spiritsinger Disciplines.

34 Codex Eldar Exodites v2.0 Updated 01/03/2014

ELITES
Kindred Guard 70 points page 15
Your army may include one Kindred Guard for each Dragon King or Dragon Prince (including Dyann AlAthar and Lir'Kurom Frte) included in the army. The Kindred Guard does not take up a Force Organisation slot, but is treated in all other ways like a normal Elites unit.

Unit Kindred First Knight Kindredsinger Spiritsinger

WS 4 4 4 4

BS 4 4 4 4

S 3 3 3 3

T 4 4 4 4

W 1 2 1 2

I 5 5 5 5

A 2 2 2 2

Ld 8 9 8 9

Sv 3+ 3+ 3+ -

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

Unit Composition 2 Kindred 1 First Knight

Wargear: Dragon Lance Knight Armour Psyker:


A Spiritsinger chooses their powers from the Melodies and Harmonies Spiritsinger Disciplines.

Special Rules: Dragonhide Jungle Born First Knight Only: Bodyguard Spiritsinger Only: Psyker (Mastery 2)

Options The First Knight may be given any of the following: hunting drake +15 pts shield of champions +10 pts One Kindred may be upgraded to a Kindredsinger +5 pts The Kindredsinger may be given one of the following: ballad of the beast +10 pts dirge of foreboding +15 pts dragon harp +15 pts hunting horn +20 pts prelude of hope +15 pts war drum +15 pts One Kindred may be upgraded to a Spiritsinger (Mastery 2), replacing his dragon lance with a witchblade and his knight armour with rune armour +20 pts The Spiritsinger may upgrade to Mastery 3 +15 pts The Spiritsinger may replace his witchblade with one of the following: a singing spear +5 pts a witch lance +5 pts The Spiritsinger may be given any of the following: Mark of Isha +25 pts Tear of Isha +20 pts

Options You may include up to seven additional Kindred +18 pts per model Any Kindred, First Knight or Kindredsinger may replace his dragon lance with one of the following: laser lance +5 pts drake lance +10 pts One Kindred may replace their Dragon Lance with a Storm Lance +10 pts Any Kindred, First Knight or Kindredsinger may be given any of the following: dragon helm +5 pts dragonhide cloak +5 pts poisoned blade +5 pts

Noble Knight Kindred


Unit Noble Knight Baron Noblesinger WS 4 4 4 BS 4 4 4 S 3 3 3 T 4 4 4 W 1 2 1 I 5 5 5 A 2 2 2 Ld 8 9 8 Sv 3+ 3+ 3+

65 points
Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character)

page 18
Unit Composition 2 Noble Knights 1 Baron

Wargear: Dragon Lance Knight Armour

Special Rules: Dragonhide Jungle Born

Options You may include up to seven additional Noble Knights +18 pts per model Any model may replace their dragon lance with a laser lance +5 pts One Noble Knight may replace their Dragon Lance with a Storm Lance +10 pts The entire Kindred may be given dragonhide cloaks +5 pts per model

35 Codex Eldar Exodites v2.0

Options Any model may be given a poisoned blade +5 pts The Baron may be given a hunting drake +15 pts One Noble Knight may be upgraded to a Noblesinger +5 pts The Noblesinger may be given one of the following: ballad of the beast +10 pts dirge of foreboding +15 pts dragon harp +15 pts hunting horn +20 pts prelude of hope +15 pts war drum +15 pts

Updated 01/03/2014

ELITES
Sundered Knights
Unit Sundered Knight WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 Sv 3+

45 points
Unit Type Infantry

page 18
Unit Composition 3 Sundered Knights

Wargear: Two Poisoned Blades Knight Armour

Special Rules: Fearless Fleet Furious Charge Infiltrate Jungle Born The Sundered

Options You may include up to seven additional Sundered Knights +15 pts per model

Trichedon Herd
Unit Trichedon WS 3 BS 0 S 4 T 5 W 2 I 3 A 1 Ld 6 Sv 4+

60 points
Unit Type Infantry

page 19
Unit Composition 3 Trichedons

Wargear: Natural Weapons Scaly Hide (4+)

Special Rules: Dragonhide Feral Instincts Furious Charge Jungle Born Thunderous Charge

Options You may include up to three additional Trichedons +20 pts per model

Harlequin Troupe
Unit Harlequin Shadowseer Death Jester Troupe Master WS 5 5 5 5 BS 4 4 4 4 S 3 3 3 3 T 3 3 3 3 W 1 1 1 1 I 6 6 6 6 A 2 2 2 3 Ld 9 9 9 10 Sv -

90 points
Unit Type Infantry Infantry (Character) Infantry (Character) Infantry (Character)

page 26
Unit Composition 5 Harlequins

Wargear: Shuriken Pistol Close Combat Weapon Flip Belt Holo-suit Special Rules: Fleet Furious Charge Hit & Run Shadowseer Only: Psyker (Mastery 1)

Psyker: A Shadowseer always has the Veil of Tears psychic power.

Options You may include up to five additional Harlequins +18 pts per model You may upgrade one Harlequin to a Death Jester, exchanging his shuriken pistol and close combat weapon for a shrieker cannon +10 pts You may upgrade one Harlequin to a Troupe Master, exchanging his close combat weapon for either a Harlequins kiss or a power sword +20 pts You may upgrade one Harlequin to a Shadowseer with hallucinogen grenades +30 pts Any Harlequin may exchange its close combat weapon for a Harlequins kiss +4 pts per model Up to two Harlequins may exchange their shuriken pistols for fusion pistols +10 pts per model

36 Codex Eldar Exodites v2.0 Updated 01/03/2014

TROOPS
Dragon Knight Kindred
Unit Dragon Knight Chieftain Knightsinger Meinly Kurim-We WS 4 4 4 4 BS 4 4 4 4 S 3 3 3 3 T 4 4 4 4 W 1 1 1 1 I 5 5 5 5 A 1 2 1 1 Ld 8 8 8 8 Sv 3+ 3+ 3+ 3+

50 points
Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character)

page 17
Unit Composition 2 Dragon Knights 1 Chieftain

Wargear: Dragon Lance Knight Armour

Special Rules: Dragonhide Jungle Born Meinly Kurim-We only: Drakesinger Flaming Breath

Options You may include up to seven additional Dragon Knights +15 pts per model The Chieftain may replace his dragon lance with a laser lance +5 pts The Chieftain may be given a hunting drake +15 pts Any model may be given a poisoned blade +5 pts

Options One Dragon Knight may be upgraded to a Knightsinger +5 pts One Dragon Knight may replace his Dragon Lance with a Storm Lance +10 pts The Knightsinger may be given one of the following: ballad of the beast +10 pts dirge of foreboding +15 pts dragon harp +15 pts hunting horn +20 pts prelude of hope +15 pts war drum +15 pts One Dragon Knight Kindred in your army may upgrade a Dragon Knight to Meinly Kurim-We, but may not also upgrade a model to a Knightsinger +50 pts

Raptor Pack
Unit Raptor Pack Leader WS 4 5 BS 0 0 S 3 4 T 3 3 W 1 1 I 4 4 A 2 3 Ld 6 7 Sv 5+ 5+

45 points
Unit Type Beasts Beasts (Character)

page 19
Unit Composition 2 Raptors 1 Pack Leader

Wargear: Hunting Claws Natural Weapons Scaly Hide (5+)

Special Rules: Dragonhide Feral Instincts Furious Charge Jungle Born

Options You may include up to nine additional Raptors +13 pts per model

Outcast Rangers
Unit Ranger WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 Sv 5+

60 points
Unit Type Infantry

page 25
Unit Composition 5 Rangers

Wargear: Ranger long rifle Shuriken pistol Mesh armour

Special Rules: Ancient Doom Battle Focus Fleet Infiltrate Move Through Cover Stealth

Options You may include up to five additional Raptors +12 pts per model Path of the Outcast
Rangers are Craftworld Eldar who have thrown off the constraints of the Eldar Path for a time, wandering the stars. Many find themselves drawn to the relative freedom of Exodite societies. Outcast Rangers may not be used to fill compulsory Troops slots.

37 Codex Eldar Exodites v2.0 Updated 01/03/2014

FAST ATTACK
Dragonwarder Kindred
Unit Dragonwarder Herdwarden Wardsinger WS 4 4 4 BS 4 4 4 S 3 3 3 T 4 4 4 W 1 1 1 I 5 5 5 A 1 2 1 Ld 8 8 8 Sv 4+ 4+ 4+

65 points
Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character)

page 17
Unit Composition 2 Dragonwarders 1 Herdwarden

Wargear: Wraithbow Warden Armour

Special Rules: Dragonhide Hit & Run Jungle Born Scouts Herdwarden Only: Split Fire

Options You may include up to seven additional Dragonwarders +17 pts per model The entire Kindred may ride pterasaur mounts +10 pts per model Any model may be given a poisoned blade +5 pts The Herdwarden may be given any of the following: drake arrows +10 pts swarm arrows +10 pts The Herdwarden may be given a hunting drake +15 pts One Dragonwarder may be upgraded to a Wardsinger +5 pts The Wardsinger may be given one of the following: ballad of the beast +10 pts dirge of foreboding +15 pts dragon harp +15 pts hunting horn +20 pts prelude of hope +15 pts war drum +15 pts

War Walker Kindred


Armour

40 points
BS 4 S 5
Front Side Rear

page 24
Unit Composition 1 War Walker

Unit War Walker

WS 4

10

10

10

I 5

A 2

HP 2

Vehicle Type Walker, Open-Topped

Wargear: Dragon Lance Power Field

Special Rules: Fleet Jungle Born Scouts

Options You may include up to two additional War Walkers +40 pts per model Any War Walker may replace its dragon lance with a laser lance +5 pts Each War Walker must be equipped with one of the following: eldar missile launcher with plasma and Starshot missiles +20 pts . add flakk missiles +10 pts scatter laser +20 pts shuriken cannon +15 pts bright lance +20 pts The entire kindred may be given ghostwalk matrices +10 pts per model Each War Walker may be given any of the following: spirit stones +10 pts per model holo-fields +15 pts per model

38 Codex Eldar Exodites v2.0 Updated 01/03/2014

FAST ATTACK
Drake Flight
Unit Drake Wing Queens Wing WS 3 3 BS 3 3 S 2 2 T 3 3 W 3 4 I 5 5 A 3 4 Ld 8 9 Sv 6+ 6+

60 points
Unit Type Jump Beasts Jump Beasts (Character)

page 20
Unit Composition 2 Drake Wings 1 Queens Wing

Wargear: Fiery Breath Natural Weapons Scaly Hide (6+)

Special Rules: Dragonhide Feral Instincts Hit & Run Jungle Born Loyal Swarms

Options You may include up to three additional Drake Wings +15 pts per model

Great Drake
Unit Great Drake WS 5 BS 3 S 7 T 6 W 3 I 5 A 3 Ld 9 Sv 3+

150 points
Unit Type Flying Monstrous Creature

page 20
Unit Composition 1 Great Drake

Wargear: Blazing Breath Natural Weapons Scaly Hide (3+)

Special Rules: Dragonhide Feral Instincts Jungle Born

HEAVY SUPPORT
Knight Construct
Unit Fire Gale Bright Stallion Towering Destroyer WS 4 4 4 BS 4 4 4 S 9 9 10 T 7 7 8 W 5 5 6 I 5 5 5 A 3 3 4 Ld 10 10 10 Sv 3+ 3+ 3+

180 points
Unit Type Monstrous Creature Monstrous Creature Monstrous Creature

page 24
Unit Composition 1 Fire Gale

Wargear: Dragon Lance

Special Rules: Fearless Jungle Born Bright Stallion Only: Agile

Options May be upgraded to one of the following: Bright Stallion Towering Destroyer May be given jump jets

+15 pts +30 pts +15 pts

Options May be given one of the following (Towering Destroyer may be given two): Knightlance +25 pts Missile Pod +25 pts Pulse Cannon +25 pts Scattershield +15 pts Suncannon +25 pts May be given one of the following (Towering Destroyer may be given two): Shuriken Cannon +15 pts Scatter Laser +20 pts Starcannon +20 pts

39 Codex Eldar Exodites v2.0 Updated 01/03/2014

HEAVY SUPPORT
Megadon
Unit Megadon (Small) Megadon (Medium) Megadon (Large) WS 3 3 3 BS 3 3 3 S 6 7 8 T 6 7 8 W 3 4 5 I 2 2 2 A 3 2 2 Ld 6 6 6 Sv 3+ 3+ 3+

100 points
Unit Type Monstrous Creature Monstrous Creature Monstrous Creature

page 22
Unit Composition 1 Megadon (Small)

Wargear: Natural Weapons Scaly Hide (3+)

Special Rules: Dragonhide Furious Charge Gun Platform Jungle Born Spooked Thunderous Charge

Options May be upgraded to one of the following: Megadon (Medium) +20 pts Megadon (Large) +40 pts May be armed with one or more of the following, depending on size (Small may have one, medium may have up to two and large may have up to three): eldar missile launcher with plasma and Starshot missiles +20 pts . add flakk missiles +10 pts scatter laser +20 pts shuriken cannon +15 pts bright lance +20 pts May be given one or more of the wraithbows, depending on size (Small may have up to two, medium may have up to three, large may have up to six): +5 pts per wraithbow . For every two wraithbows taken, up to one wraithbow may be upgraded to a flamer +5 pts per flamer

Carnosaur
Unit Carnosaur WS 5 BS 0 S 7 T 6 W 3 I 4 A 3 Ld 8 Sv 4+

100 points
Unit Type Monstrous Creature

page 23
Unit Composition 1 Carnosaur

Wargear: Natural Weapons Scaly Hide (4+)

Special Rules: Apex Predator Dragonhide Feral Instincts Furious Charge Jungle Born Territorial

Sailback Pack
Unit Sailback Firemouth WS 3 4 BS 3 3 S 4 5 T 4 4 W 2 2 I 3 3 A 1 2 Ld 6 6 Sv 4+ 4+

30 points
Unit Type Beasts Beasts

page 21
Unit Composition 1 Sailback

Wargear: Corrosive Venom Scaly Hide (4+)

Special Rules: Dragonhide Feral Instincts Jungle Born

Options You may include up to two additional Sailbacks +30 pts per model The entire pack may be upgraded to Firemouths, replacing their corrosive venom with firemouth venom +10 pts per model

40 Codex Eldar Exodites v2.0 Updated 01/03/2014

PSYCHIC POWER CARDS


Hymn to Asuryan

Maidens Lullaby

Nocturne of Shadow

Warp Charge 1 Hymn to Asuryan is a nova power with the following profile:
Rng 6 Str 4 AP 4 Type Assault D6, Strikedown

Warp Charge 1 Maidens Lullaby is a malediction that targets a single non-vehicle enemy unit within 18. If the power is manifested, the target must take a Pinning Test on 3D6. This power may even affect units which are normally immune to Pinning, and abilities which allow a unit to automatically pass Pinning or Leadership Tests are ignored.

Warp Charge 1 Nocturne of Shadow is blessing that targets the psyker. Whilst the power is in effect, all enemy units shooting at the psyker or any unit within 6 of the psyker do so as if the Night Fighting rules are in effect. (i.e. the unit may gain the Stealth or Shrouded special rules, and units more than 36 away may not be targeted.)

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

MELODY

MELODY

MELODY

Prelude of Fate

MELODY

Chorus

Crescendo

Warp Charge 1 Prelude of Fate is a blessing that targets a single friendly unit within 12 of the Spiritsinger. If the power is manifested, the affected unit gains 2D6 Fate Counters. Each Fate Counter that is removed allows the unit to re-roll a single die from any To Hit roll, To Wound roll, Armour Save or Leadership Test. Any unused Fate Counters are lost at the start of the next Exodite turn.

This Harmony doubles the range of the Melody it is being added to. Crescendo and Dissonance Harmonies added to the same Melody casting also double their range.

If Crescendo is added to a Melody, any friendly units within 6 which are Falling Back may immediately attempt to Regroup. In addition any friendly units within 6 which have Gone to Ground may take a Leadership Test. If the Test is passed, the unit immediately recovers. Units that Regroup or recover in this way may do nothing during the current Phase, but may act normally afterward as if they had not previously been Falling Back or Gone to Ground.

MELODY

HARMONY

HARMONY

Dissonance

Refrain

Veil of Tears

If Dissonance is added to a Melody, all enemy psykers within 6 of the Spiritsinger must immediately take a Leadership Test. If the test is failed, they suffer a Wound which ignores Armour and Cover Saves. Dissonance is treated as a separate power from the Melody it is added to for the purposes of Deny the Witch rolls.

Refrain may only be added to a Melody that has already had at least one other Harmony added to it. The effect of this Harmony is dependent upon which Melody it is added to. - When added to Hymn of Asuryan, the nova improves its profile to S5 AP3. -When added to the Maidens Lullaby, the affected enemy unit suffers a D3 penalty to their Leadership for the purposes of the Pinning Test. -When added to the Nocturne of Shadow, units in range of the power may re-roll any 1s when making Cover Saves. -When added to the Prelude of Fate, you may add an additional D6 Fate Counters.

Warp Charge 1 Veil of Tears is a blessing that affects the Shadowseer and their unit. Any enemy unit wishing to target the Shadowseer or their unit must roll 2D6X2. If the Shadowseer or their unit are not within this distance inches, the enemy unit may not fire this turn.

HARMONY

HARMONY

SHADOWSEER

41 Codex Eldar Exodites v2.0


HARMONY

Updated 01/03/2014

EXODITES IN COMPETETIVE PLAY


This section contains ideas for using your Exodite forces in a Counts As list using the Eldar and/or the Dark Eldar Codex. This is aimed at using your Exodite models in Tournament or competitive League play, where unofficial rules such as those presented in this Codex are unwelcome. The list is organised according to the Force Organisation Chart as it relates to the Exodite Army List some of the suggested Counts As units may come from different FOC slots. (i.e. Shining Spears are Fast Attack units, but are suggested to Count As either Dragon Knights or Noble Knights, which are Troops and Elites units.) Note that some units from the Eldar and Dark Eldar Codex are suggested as Counts As equivalents for multiple Exodite units. Where this is the case, extra care must be taken to ensure your opponent knows what each model is representing. Note that due to the nature of the Counts As system, some o f the suggested units are less than ideal, but the list presented below should represent the best possible Eldar or Dark Eldar unit(s) to Count As each Exodite unit within these limitations. (For example, Swooping Hawks and Warp Spiders really dont equate well to Drakes, but they are the best of the available units in the Codex.) The Allied Detachment rules offer the best possible option for making a good counts-as force, allowing you to pick and choose the very best unit fits from each Codex to form a single force capable of laying your opponents to waste!

HQ
Exodite Unit Dragon King Dragon Prince Herdmaster Dyann AlAthar LirKurom Frte ElIysa Ishmal Eldar Counts As Unit(s) Autarch on Jetbike Autarch on Jetbike Autarch on Jetbike, Baharroth Autarch on Jetbike The Avatar of Khaine, Wraithlord Farseer on Jetbike Dark Eldar Counts As Units Baron Sathonyx Baron Sathonyx Baron Sathonyx Baron Sathonyx Talos Pain Engine Baron Sathonyx

ELITES
Exodite Unit Kindred Guard Noble Knight Kindred Sundered Knights Trichedon Herd Harlequin Troupe Eldar Counts As Unit(s) Warlocks on Jetbikes, Shining Spears Warlocks on Jetbikes, Shining Spears Striking Scorpions Wraithblades Harlequins Dark Eldar Counts As Units Reavers, Hellions Reavers, Hellions Wracks, Incubi, Mandrakes Clawed Fiends, Khymera, Grotesques Harlequins

TROOPS
Exodite Unit Dragon Knight Kindred Raptor Pack Outcast Rangers Eldar Counts As Unit(s) Shining Spears, Windrider Jetbike Squad Howling Banshees, Storm Guardians Rangers Dark Eldar Counts As Units Reavers, Hellions Wyches, Hekatrix Bloodbrides Kabalite Warriors, Kabalite Trueborn

FAST ATTACK
Exodite Unit Dragonwarder Kindred War Walker Kindred Drake Flight Great Drake Eldar Counts As Unit(s) Guardian Jetbikes War Walker Squadron Swooping Hawks, Warp Spiders Wraithknight, Falcon Dark Eldar Counts As Units Reavers, Hellions, Scourges Talos Pain Engine, Cronos Parasite Engine Razorwing Flocks Ravager, Razorwing Jetfighter, Voidraven Bomber

HEAVY SUPPORT
Exodite Unit Knight Construct Megadon Carnosaur Sailback Pack Eldar Counts As Unit(s) Wraithknight Wraithlord, Falcon Wraithlord Vauls Wrath Support Battery (with either Shadow Weavers or D-Cannons) Dark Eldar Counts As Units Talos Pain Engine, Ravager Talos Pain Engine, Ravager Talons Pain Engine Mandrakes

42 Codex Eldar Exodites v2.0 Updated 01/03/2014

EXODITE SUMMARY
HQ
Unit Dragon King Dragon Prince Herdmaster Dyann AlAthar Lir'Kurom Frte ElIysa Ishmal WS 6 5 4 7 6 4 BS 6 5 4 6 6 4 S 3 3 3 3 7 3 T 4 4 4 4 6 4 W 3 3 2 3 3 2 I 6 6 5 6 6 5 A 3 3 2 4 3 2 Ld 10 9 9 10 10 10 Sv 3+ 3+ 4+ 3+ 3+ 3+ Unit Type HC, (ch) HC, (ch) HC, (ch) HC, (ch) MC, (ch) HC, (ch)
Pg 14 15 16 28 29 30

D6
1

WARLORD TRAIT
Ride Forth to Battle! When the Warlord and his unit charge, you may roll 3D6 and choose the highest two when determining their charge range. In addition, all friendly Heavy Cavalry units within 6 of the Warlord when he declares his charge may also roll 3D6 and choose the highest two when determining their charge range if they declare a charge during this Assault phase, but after the Warlord has charged. Impetuous. The Warlord has the Counter-Attack, Crusader and Rampage special rules. In addition, the Warlord must always accept a challenge whenever possible he may not refuse it or allow another character to accept it. Unbreakable Resolve. The Warlord has the Adamantium Will and Stubborn special rules. Champion of the Wild Hunt. The Warlord has the Monster Hunter and Tank Hunter special rules. Wrath of Ancient Days. The Warlord has the Furious Charge and Rage special rules. In addition, on the turn that he charges, he also has the Fear special rule. Master of Monsters. All friendly Monstrous Creatures have the Hatred special rule as long as they are within 18 of the Warlord. You may re-roll this result if your army contains no Monstrous Creatures.

ELITES
Unit Kindred First Knight Kindredsinger Spiritsinger Noble Knight Baron Noblesinger Sundered Knight Trichedon Harlequin Shadowseer Death Jester Troupe Master WS 4 4 4 4 4 4 4 4 3 5 5 5 5 BS 4 4 4 4 4 4 4 4 0 4 4 4 4 S 3 3 3 3 3 3 3 3 4 3 3 3 3 T 4 4 4 4 4 4 4 3 5 3 3 3 3 W 1 2 1 2 1 2 1 1 2 1 1 1 1 I 5 5 5 5 5 5 5 5 3 6 6 6 6 A 2 2 2 2 2 2 2 1 1 2 2 2 3 Ld 8 9 8 9 8 9 8 8 6 9 9 9 10 Sv 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ Unit Type HC HC, (ch) HC, (ch) HC, (ch) HC HC, (ch) HC, (ch) In In In In, (ch) In, (ch) In, (ch)
Pg 15 15 15 16 18 18 15 18 19 26 26 26 26

TROOPS
Unit Dragon Knight Chieftain Knightsinger Meinly Kurim-We Raptor Pack Leader Ranger WS 4 4 4 4 4 5 4 BS 4 4 4 4 0 0 4 S 3 3 3 3 3 4 3 T 4 4 4 4 3 3 3 W 1 1 1 1 1 1 1 I 5 5 5 5 4 4 5 A 1 2 1 1 2 3 1 Ld 8 8 8 8 6 7 8 Sv 3+ 3+ 3+ 3+ 5+ 5+ 5+ Unit Type HC HC, (ch) HC, (ch) HC, (ch) Be Be In
Pg 17 17 15 31 19 19 25

FAST ATTACK
Unit Dragonwarders Herdwarden Wardsinger Drake Wing Queens Wing Great Drake WS 4 4 4 3 3 5 BS 4 4 4 3 3 3 S 3 3 3 2 2 6 T 4 4 4 3 3 6 W 1 1 1 3 4 3 I 5 5 5 5 5 5 A 1 2 1 3 4 3 Ld 8 8 8 8 9 9 Sv 4+ 4+ 4+ 6+ 6+ 3+ Unit Type HC HC, (ch) HC, (ch) Be, J Be, J (ch) FMc
Pg 17 17 15 20 20 20

EXODITE ARMOUR
Armour of Vaul: The Armour of Vaul confers a 2+ Armour Save, and grants the wearer a 4+ Invulnerable Save. These saves cannot be further improved in any way. Holo Suit: A holo-suit grants the wearer a 5+ Invulnerable Save. Knight Armour: Knight Armour confers a 3+ Armour Save. Mesh Armour: Mesh armour confers a 5+ Armour Save. Rune Armour: Rune Armour grants the wearer a 4+ Invulnerable Save.

HEAVY SUPPORT
Unit Fire Gale Bright Stallion Towering Destroyer Megadon (Small) Megadon (Medium) Megadon (Large) Carnosaur Sailback Firemouth WS 4 4 4 3 3 3 5 3 4 BS 4 4 4 3 3 3 0 3 3 S 9 9 10 6 7 8 7 4 5 T 7 7 8 6 7 8 6 4 4 W 5 5 6 3 4 5 3 2 2 I 5 5 5 2 2 1 4 3 3 A 3 3 4 3 2 2 3 1 2 Ld 10 10 10 6 6 6 8 6 6 Sv 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ Unit Type Mc Mc Mc Mc Mc Mc Mc Be Be
Pg 24 24 24 22 22 22 23 21 21

VEHICLES
War Walker WS 3 BS 3 S 5 Armour Front Side Rear 10 10 10 I 4 A 2 HP 2 Unit Type W,O
Pg 24

Unit Types
Unit Types: Beast = Be, Heavy Cavalry = HC, Flying Monstrous Creature = FMc, Infantry = In, Jump unit = J, Monstrous Creature = Mc, Character = (ch) Vehicle Types: Open-Topped = O, Walker = W

Scaly Hide: Scaly Hide confers an Armour Save equal to the number shown in brackets. For example, Scaly Hide (4+) would confer a 4+ Armour Save. Models with Scaly Hide may re-roll all rolls of 1 when making Armour Saves against Wounds with no AP value. Warden Armour: Warden Armour confers a 4+ Armour Save.

43 Codex Eldar Exodites v2.0 Updated 01/03/2014

RANGED WEAPONS
Weapon Blazing Breath Bright Lance Corrosive Venom Range Template 36 36 Strength 6 8 4 4 8 7 4 8 4 5 4 8 3 10 6 5 8 9 X 6 6 6 4 9 6 6 6 3 8 3 AP 4 2 5 2 4 4 3 5 5 1 6 2 3 4 3 2 6 6 5 5 5 2 2 6 1 Type Assault 1, Torrent Heavy 1, Lance Assault 1, Barrage, Poisoned (4+), Rending Assault 1 Assault 1, Lance Heavy 1, Skyfire Heavy 1, Blast, Pinning Heavy 1, Pinning Assault 1 Assault 1, Barrage, Poisoned (4+), Rending Assault 1 Pistol, Melta Assault 1, Haywire Heavy 1, Lance Assault 1, Lance Heavy 1, Large Blast, Pinning Heavy 3 Heavy 3 Heavy 1, Sniper Heavy 4, Laser Lock Assault 3, Bladestorm, Pinning Assault 3, Bladestorm Pistol, Bladestorm Assault 1, Fleshbane Heavy 2 Heavy 3, Blast Assault 1, Fleshbane Rapid Fire, Rending Assault 1, Melta Assault 6, Pinning

WEAPON SPECIAL RULES


Laser Lock: If a model is firing one or more weapons with this special rule and also one or more other weapons, roll To Hit with the weapon(s) with the Laser Lock special rue first. If the Laser Lock weapon(s) causes one or more hits, treat all weapons on the same model yet to fire this phase as being twinlinked for the rest of the phase. Note that all of the hits caused by the firers shooting attacks are still resolved simultaneously. Impact: In any Fight sub-phase in which the wielder is engaged but has not charged, this weapon uses the profile of a close combat weapon instead of the melee profile above. Soulcleave: If a model suffers any unsaved wounds from the Blade of Vaul and survives, it must take a Leadership test at the end of the assault phase. If the test is failed, the victim is removed from play with no saves of any kind allowed.

Dragon Lance 6 Drake Lance 6 Eldar Missile Launcher - Flakk Missile 48 - Plasma Missile 48 - Starshot Missile 48 Fiery Breath Template Firemouth Venom 36 Flamer Fusion Pistol Storm Lance Knightlance Laser Lance Missile Pod - Airburst - Impact Pulse Cannon Ranger Long Rifle Scatter Laser Shrieker Cannon Shuriken Cannon Shuriken Catapult Shuriken Pistol Singing Spear Starcannon Suncannon Witch Lance Wraithbow - Drake Arrows - Swarm Arrows Template 6 6 48 6 48 48 60 36 36 24 24 12 12 36 48 6 24 12 18

WARGEAR
Dragon Helm: A model wearing a dragon helm may always take their armour save against weapons of AP 3 or worse. Weapons of AP 2 or better negate their armour save as normal. Dragonhide Cloak: A model wearing a dragonhide cloak increases their dragonhide invulnerable save from 6+ to 5+. Flip Belt: Harlequins are not slowed by difficult terrain. Hallucinogen Grenades: All models in a unit that contains one or more models with hallucinogen grenades counts as being armed with plasma grenades. Hunting Claws: In a Turn in which Raptors charge into combat, they treat their Natural Weapons Attacks as having the Rending rule until the end of that Phase. Hunting Drake: A model with a hunting drake gains +1 to both their Initiative value and their Attacks, and counts as being equipped with Assault Grenades when charging into close combat. A hunting drake is too small to be individually targeted, and may not be attacked in any way. It is removed along with its owner. Jump Jets: A Knight equipped with jump jets changes its unit type to Jump Monstrous Creature. Mark of Isha: A unit which contains a Spiritsinger with the Mark of Isha may re-roll failed Deny the Witch rolls, succeeding only on a 6+. Pterasaur: A model mounted on a pterasaur becomes Unit Type: Jump Heavy Cavalry. Scattershield: The bearer has a 5+ Invulnerable Save. Whenever the bearer passes one or more saving throws using its scattershield, all units (friend and foe) within 6 must test as if they had just been hit by a weapon with the Blind special rule even those that are engaged in close combat. A unit that passes the Initiative test is immune to the Blind rule for the rest of the phase. Shield of Champions: A model carrying a shield of champions has the Feel No Pain (5+) special rule. Shield of Vaul: A model carrying the Shield of Vaul gains the Feel No Pain (4+) special rule. Tear of Isha: Once per battle, at the beginning of the turn, a model with a Tear of Isha may use it to generate an additional D3 Warp Charge points that Turn. Vauls Sigil: Once per battle, the wearer may negate a single Wound, regardless of the source. This may be done after taking Armour Saves and Feel No Pain rolls, and may be used against attacks that cause Instant Death, those that ignore Armour Saves or other Saves, etc. The Wound is completely negated, as if it never happened, so it does not count for the purposes of Combat Resolution, Force Weapons, Pinning Weapons, etc.

MELEE WEAPONS
Weapon Blade of Vaul Corrosive Venom Dragon Lance Drake Lance Firemouth Venom Harlequins Kiss Storm Lance Laser Lance Natural Weapons Poisoned Blade Singing Spear Witch Lance Range Strength +1 4 +1 8 5 User User +3 User User User +1/User* AP 3 5 2 6 3 Type Melee, Rending, Soulcleave Melee, Poisoned (4+), Rending Melee, Impact Melee, Impact, Lance Melee, Poisoned (4+), Rending Melee, Rending Melee, Impact, Haywire Melee, Impact, Lance Melee, Shred Melee, Poisoned (4+), Specialist Weapon Melee, Armourbane, Fleshbane Melee, Armourbane, Fleshbane, Soul Blaze

WEAPON SPECIAL RULES


Bladestorm: When a weapon with this special rule rolls a 6 To Wound, the target is wounded automatically and the Wound is resolved at AP2. Blazing Breath: This is treated as a ranged weapon, with the profile given to the left. In addition, a Great Drake is also treated as having Assault Grenades, but only during the Assault Phase. Fiery Breath: Each Drake Wing and Queens Wing is able to breathe fire, which is treated as a ranged weapon with the profile given to the left. In addition, Drakes are treated as having Assault Grenades, but only during the Assault Phase.

44 Codex Eldar Exodites v2.0 Updated 01/03/2014

DRAGONSONGS & INSTRUMENTS


Ballad of the Beast: Friendly units with the Feral Instincts special rule within 12 of a Dragonsinger with the Ballad of the Beast are treated as though they had the Stubborn special rule. Dirge of Foreboding: All enemy units within 12" of at least one Dragonsinger with the Dirge of Foreboding suffer a -1 penalty to their Ld for all Morale Checks, Regroup Tests and Pinning Tests (to a minimum of 2). Dragon Harp: All friendly Exodite units within 12 of a Dragonsinger with a Dragon Harp may Regroup using a normal Leadership Test even if less than 25% of the units models are still alive. Hunting Horn: All friendly Exodite units within 12 of a Dragonsinger with a Hunting Horn at the start of the Assault Phase gain the Rage special rule for the duration of that Assault Phase. Prelude of Hope: All friendly Exodite units within 12 of a Dragonsinger with the Prelude of Hope roll 3D6 and pick any two when taking Morale Checks, Regroup Tests and Pinning Tests. War Drum: All friendly Exodite units within 12 of a Dragonsinger with a War Drum at the start of the Assault Phase are treated as if they were equipped with Assault Grenades when charging into close combat.

Gun Platform: A megadon may always fire its entire compliment of weapons once per Shooting phase, always counting as stationary. It must, of course, fire all of them at the same enemy target. Heavy Cavalry: Heavy Cavalry units follow the normal rules for Cavalry units, with the following exceptions. They do not have the Fleet special rule, and increase their Toughness by 1. (This is already taken into a ccount in the units profiles.) In addition, Heavy Cavalry add +1 to their Strength for Hammer of Wrath Attacks. Jungle Born: All Exodite units with this special rule, including Monstrous Creatures and Vehicles, are treated as having the Move Through Cover special rule, but only in regards to Jungle and Forest terrain unless otherwise noted. In addition, they have the Stealth (Jungles, Forests) special rule. Spooked: At the end of any Shooting phase in which a megadon has suffered at least one wound, it must take a Morale check in the same manner as a unit which has lost 25% or more of its models. Add the megadons remaining wounds to its Leadership value for the purposes of Morale test it makes (to a maximum of 10). For example, a megadon (Leadership 6) with 3 wounds remaining would have a Leadership value of 9. Territorial: Carnosaurs are treated as being Fearless whenever they are locked in combat. If there is a Monstrous Creature, Flying Monstrous Creature or any type of Vehicle within 12" and in Line of Sight of a Carnosaur and the Carnosaur is required to Fall Back for any reason, it will instead attempt to charge the nearest Monstrous Creature, Flying Monstrous Creature or Vehicle that is in Line of Sight, be it friend or foe. If it successfully charges the model, work out the combat during the next Assault phase, counting the Carnosaur as charging, and under the control of the opponent of the model that was charged until the combat comes to an end. The Sundered: If at the start of any Assault phase a unit of Sundered Knights is within 12" of a friendly unit of Dragon Knights, Noble Knights, Kindred Guard, Dragonwarders or any Exodite Independent Character, the Sundered Knights gain the Hatred and Rage special rules until the end of that Assault phase. In addition, they must declare a charge if they are able to do so. Thunderous Charge: Units with this rule ignore difficult terrain when charging (i.e. they are not slowed by it, nor do they reduce their Initiative when charging through it). In addition, units with this rule gain +D3 Attacks instead of +1 when charging (roll once for the whole unit). If the unit makes a disordered charge, they do not benefit from this Attack bonus.

SPECIAL RULES
Agile: A model with this rule gains the Fleet special rule. In addition, a unit that contains only models with this special rule can either Shoot and then Run, or Run and then Shoot, in the same Shooting Phase. The unit must complete both actions before you move on to the next unit otherwise the chance to make the second action is forfeit. Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule. Apex Predator: Carnosaurs treat their close combat Attacks as having the Fleshbane special rule. Battle Focus: A unit that contains only models with the Battle Focus special rule can either Shoot and then Run, or Run and then Shoot, in the same Shooting Phase. The unit must complete both actions before you move onto the next unit otherwise the chance to make the second action is forfeit. A model cannot Run if it fired a Heavy Weapon during the same Shooting Phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy Weapon in the same Shooting Phase unless it has the Relentless special rule. Models that cannot run gain no benefit from the Battle Focus special rule. Bodyguard: Whilst the First Knight is still alive, the owning player automatically passes their Look Out Sir! Rolls for Independent Characters joined to this unit, but any Wounds diverted in this fashion must be allocated to the First Knight. In addition, the First Knight must always accept a Challenge if he is able. Dragonhide: A model with this special rule has a 6+ Invulnerable Save. Feral Instincts: Units with this rule may re-roll failed Morale and Pinning tests if they are within 12 of a Dragonsinger. Units with this rule which are Falling Back may not attempt to Regroup at the start of their Turn unless they are within 12 of a friendly Dragonsinger. If a unit with this rule has a charge declared against them while they are Falling Back, they may attempt to Regroup as normal regardless of the proximity of a Dragonsinger. If they pass their Regroup Test, Drakes, Sailbacks and Trichedons count all enemy units in the combat as having the Fear special rule for the duration of the combat, whilst Carnosaurs, Drakes, Firemouths and Raptors count as having the Hatred special rule for the duration of the combat.

Dyann AlAthar
SPECIAL RULES Absolute Sovereignty: As long as they are within 12 of Dyann AlAthar, all Dragon Princes, Kindred Guard, Noble Knight Kindreds, Dragon Knight Kindreds and Dragonwarder Kindreds gain the Stubborn special rule, may use his Leadership for any Morale and Pinning Tests they are required to take, and benefit from Heroic Morale as if they were joined by an Independent Character. WARGEAR Spear of Kurnous: The wielder of the Spear of Kurnous gains the Furious Charge universal special rule. Range 12 Strength 10 +1 AP Type Assault 1, Fleshbane Melee, Armourbane, Fleshbane

Ranged Profile Melee Profile

Lir'Kurom Frte
SPECIAL RULES Apex Predator: LirKurom Frte treats his close combat Attacks as having the Fleshbane special rule. Beastcalmer: As long as LirKurom Frte is on the table, all friendly units with the Feral Instincts special rule are treated as if they were always within 12 of a Dragonsinger.

45 Codex Eldar Exodites v2.0 Updated 01/03/2014

ElIysa Ishmal
SPECIAL RULES Chosen of Isha: Whenever ElIysa suffers a Perils of the Warp attack, she may ignore it on a D6 roll of 2+. Enemy of Nurgle: ElIysa and any unit she has joined are granted the Hatred rule in regards to any model with the Mark of Nurgle or the Daemon of Nurgle special rule. The Voice of Isha: At the start of each Exodite turn, ElIysa may choose to speak to a single unit of Dragon Knights, Noble Knights, Kindred Guard or Dragonwarders within 18, granting the unit and any attached characters either the Furious Charge or Stubborn special rule until the start of the next Exodite turn. (Note that this may be ElIysas own unit.) WARGEAR Staff of Sorrows: Range Strength User AP Type Melee, Armourbane, Fleshbane, Sorrowful, Soul Blaze

Meinly Kurim-We
SPECIAL RULES Drakesinger: Meinly counts as a Dragonsinger for the purposes of the Feral Instincts special rule. In addition, as long as Meinly is in play, she and every model in her unit are treated as if they are accompanied by a Hunting Drake as described in the Wargear section. Any unit of Drakes within 6 of Meinly at the start of the Assault Phase gains the Rage special rule for the remainder of the turn. WARGEAR Flaming Breath: To represent the coordination between Meinly and her drake flight, as long as Meinly is in play, her unit may make an additional Fiery Breath shooting attack beyond their normal shooting. Choose any model in the unit to be the firing model for the template, and then proceed as normal. This works for both normal shooting as well as overwatch. Range Template Strength 4 AP 5 Type Assault 1

Staff of Sorrows

Sorrowful: Any model that suffers an unsaved Wound from the Staff of Sorrows must pass a Leadership test or be removed from play. (Note that this does not apply to Wounds caused by the Soul Blaze rule only Wounds inflicted directly by the Staff of Sorrows.) Each model removed from play in this way grants the Staff of Sorrows a single stored Warp Charge point, to a maximum of 3 points. Once per turn ElIysa may draw a single stored Warp Charge point from the Staff and add them to her own Warp Charge total. Warp Charge points stored in the Staff remain in the staff until they are drawn out or ElIysa is slain.

Flaming Breath

46 Codex Eldar Exodites v2.0 Updated 01/03/2014

Inside you will find:


The Exodite Worlds. Information about the Exodites, the history of their mass exodus, their way of life and their beliefs. The Exodite Warhost. Information about the various troops and characters found within an Exodite Warhost, from the swift and deadly Dragon Knights, Dragonwarders and various members of the Exodite nobility to the various beast herds that accompany the Exodites into battle against their foes. Exodite Army List. An army list that allows you to field your Exodite Warhost in games of Warhammer 40,000.

Exodites
The Exodites are those Eldar who fled from the depravity that beset their race prior to the catastrophic Fall, seeking out new homes as far from the old Eldar empire as possible and forging a new and somewhat primitive culture based on hard work and self discipline in order to avoid repeating the mistakes that led to the fall. Most famous of the Exodites are their deadly Dragon Knights.

47 Codex Eldar Exodites v2.0 Updated 01/03/2014

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