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This is a fan-made Codex representing the forces of the Eldar Exodites in battle, for use in the 7th Edition Warhammer 40,000 game. I'd love to hear your feedback on this Codex!
Citation preview
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CODEX: EXODITES
By Matthew Forish
The Eldar Exodites 3
Exodite Mythology 5
Forces of the Exodites 6
Exodite Wargear List 8
Exodite King 9
Kindred Prince 10
Herdmaster 10
Spiritsinger 11
Worldsinger 12
Dyann Al'Athar 13
El'Iysa Ishmal 14
Dragon Knight Kindred 15
Mei'nly Kurim'We 16
Raptor Pack 17
Gate Wardens 18
Outcast Rangers 19
Noble Knight Kindred 20
Sundered Knights 21
Trichedon Herd 22
Herdkeeper Kindred 23
War Walker Kindred 24
Drake Flight 25
Great Drake 26
Knight Construct 27
Megadon 28
Carnosaur 29
Sailback Pack 30
Lir'Kurom Fürte 31
Colossal Megadon 32
Immense Pterasaur 33
Massive Carnosaur 34
Verdant Jungle 35
World Spirit Node 36
Royal Kindred 37
Carnosaur Pack 38
Beast Herd 39
Appendix 40
Levels of Alliance 40
Warlord Traits 40
Exodite Special Rules 41
Exodite Wargear 42
Ranged Weapons 42
Melee Weapons 43
Artifices of War 44
Exodite Vehicle Equipment 45
Armour 45
Relics of the Exodus 46
Beastsinger Ensemble 47
Worldsinger Repertoire 47
Spiritsinger Repertoire 48
Melodies 49
Harmonies 50
Tactical Objectives 51
Profiles 52
NOT PRODUCED BY GAMES WORKSHOP
This document is in no way official, nor endorsed by Games Workshop. Many of the names, terms, etc. found in this document are the copyrighted intellectual property of Games Workshop, and are used without permission. No challenge is intended to Games Workshop or their intellectual properties – this is merely the
work of longstanding fan and enthusiast of the Warhammer 40,000 tabletop battle game system. You need a copy of the Warhammer 40,000 7th Edition Rulebook
to use the contents of this document.
CONTENTS
3
THE ELDAR EXODITES
Living at the edges of the known galaxy, on worlds seeded
with life in ancient days, the Exodites are the most rustic and
reclusive members of the once-proud and dominant Eldar race.
Their worlds are volcanically active, covered in lush, vibrant
jungles teeming with gigantic reptilian creatures. The Exodites
are the hardiest members of their race, their lives filled with
self-imposed hardship and toil, and plagued by conflict against
both their environment and the myriad enemies who regard
their fertile worlds with envious eyes.
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.
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.
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.
4
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.
5
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 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 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 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 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 FALL OF THE ELDAR Much has been written about the abrupt ending of the galaxy-
spanning 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.
6
FORCES OF THE EXODITES
The following section details background and rules information that describe the forces used by the Eldar Exodites – their warriors,
their companion creatures, their vehicles and the characters that lead them to battle. This section will enable you to forge your
collection of Exodite miniatures into an army ready to fight battles in your games of Warhammer 40,000.
DATASHEETS Each Exodite unit in this book has a datasheet. These detail either Army List entries or Formations, providing all the rules information
that you will need to use your models in your games of Warhammer 40,000.
ARMY LIST ENTRIES Each Army List Entry contains the following information:
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3
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5
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1. Faction: The unit’s Faction is shown here by a symbol. All
units that have this symbol, which is all the units described in
this book, have the Exodites Faction.
2. Battlefield Role: The unit’s Battlefield Role is shown here
by a symbol. Units in this book have one of the following
Battlefield Roles; HQ, Troops, Elites, Fast Attack, Heavy
Support and Lord of War. The symbols for these Battlefield
Roles are defined in Warhammer 40,000: The Rules.
3. Unit Name: Here you will find the name of the unit.
4. Points Cost: This is the points cost of the unit without any
upgrades, used if you are choosing an army to a points value.
5. Unit Description: This section provides a background
description of the unit, detailing their particular strengths and
weaknesses along with the tactics and methods they employ to
wage war in the grim darkness of the 41st Millennium.
7
FORMATIONS
Formation datasheets are identified by this symbol. The rules for Formations can be found in Warhammer 40,000:
The Rules. A Formation datasheet will list the Army List Entries which make up the Formation, any restrictions
upon what it may include, and any special rules the Formation’s units gain.
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6. Unit Profile: This section will show the profile of any
models the unit can include.
7. Unit Type: This refers to the unit type rules in Warhammer
40,000: The Rules. For example, a unit may be classed as
Infantry, Cavalry or Vehicle, which will subject it to a number
of rules regarding movement, shooting, assaults, etc.
8. Unit Composition: This section will show the number and
type of models that make up the basic unit, before any
upgrades are taken.
9. Wargear: This section details the weapons and equipment
the models in the unit are armed with, many of which are
described in more detail in the Exodite Wargear section of this
book. The cost for all the unit’s basic equipment is included in
its points cost.
10. Special Rules: Any special rules that apply to models in
the unit are listed here. Special rules that are unique to models
in that unit are described in full here, whilst others are detailed
either in the Appendix section of this book or in the Special
Rules section of Warhammer 40,000: The Rules.
11. Options: This section lists all of the upgrades you may add
to the unit if you wish to do so, alongside the associated points
cost for each. Where an option states that you may exchange
one weapon ‘and/ or’ another, you may replace either or both,
provided you pay the points cost for each. The abbreviation
‘pts’ stands for ‘points’ and ‘pts per model’ stands for ‘points
per model’.
12. Warlord Traits: Sometimes a character’s datasheet will
have a specific Warlord Trait, in which case it will be listed
here.
13. Relics of the Exodus: Some entries have unique items of
wargear, the description and rules for which will be listed here.
“Raise your voices in the song of battle my kinsmen, ride with me to war. Drive these mon-keigh back;
defend your homes, your honor and the World Spirit herself!”
-Dyann Al’Athar, Dragon King of Bai’n-Ish
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EXODITE WARGEAR LIST
These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the datasheets that
follow may include wargear options from one of more of these lists – in each instance, the datasheet will tell you (in bold text) exactly
which of these lists you may use. Rules for these items can be found in the Appendix.
MELEE WEAPONS A model may exchange its shock lance for one of the
following:
- Drake Lance 1 10 pts
- Laser Lance 5 pts
1 May not be taken by Chieftains
KNIGHTLY VESTMENTS Dragon Helm 3 pts
Dragonhide Cloak 5 pts
Hunting Drake 10 pts
Shield of Champions 10 pts
Trichedon Mount 1
5 pts
1 Exodite King and Kindred Prince only
WARDEN GEAR
Drake Arrows 1 5 pts
Hunting Drake 10 pts
Poisoned Blade 2 3 pts
Pterasaur Mount 3 10 pts
Shuriken Catapult free
Star Bolas 5 pts
Swarm Arrows 1 5 pts
1 May only be taken by a model with a wraithbow
2 Replaces the model's hunting blade
3 Herdmaster only
BEASTSINGER ENSEMBLE
Ballad of the Beast 10 pts
Crystal Fife 10 pts
Dirge of Foreboding 15 pts
Dragon Harp 15 pts
Hunting Horn 20 pts
Prelude of Hope 15 pts
War Drum 15 pts
RELICS OF THE EXODUS
Celestial Bow 1 10 pts
Mistwalker Shroud 30 pts
Scale of the Cosmic Serpent 15 pts
Soulplate Armour 40 pts
Vaulsmith Blade 1 25 pts
Vaul's Sigil 15 pts
1 Replaces one of the model's weapons
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EXODITE KING
70 POINTS
The Exodite King is the sovereign ruler of an Exodite World.
His word is law and the loyalty of his subjects absolute. The
King is ultimately responsible for the safety and prosperity of
his people, and it is to him they look for guidance in the face of
adversity and strife. When faced with war, most Exodite Kings
prefer to lead from the front astride their dragon mount,
trusting in his subjects to follow his example as he rides forth
to battle.
The King will often carry some of the most precious and
ancient equipment available to the Exodites. These will usually
be relics brought away from the Eldar homeworlds during the
Exodus, and the power they wield can make him an
unstoppable force in battle.
When it is time for a new Exodite King to be chosen, he will be
elected by the many Barons, Chieftains and Herdwardens from
among the ranks of the Kindred Princes. This ensures that only
the strongest and noblest of Exodites will be chosen for this
honourable and crucial role. The choice is carefully weighed
in a council that may stretch into weeks of deliberation and
debate.
WARGEAR
Shock Lance (pg 43)
Hunting Blade (pg 43)
Knight Armour (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Independent Character
Jungle Born (pg 41)
Kindred Spirit (pg 41)
King of the World (pg 41)
Sovereignty
OPTIONS
May take items from the Melee Weapons, Knightly Vestments and/or Relics of
the Exodus lists.
May be given the Spirit Choir special rule 5 pts
The outcome of these elections is very important, as the King
will retain his position for the remainder of his life. If a corrupt
individual were to somehow be elected, removing him from his
position would constitute treason and likely precipitate civil
war between his supporters and his opposition – something the
Exodites would not risk lightly!
WS BS S T W I A Ld Sv Unit Type Unit Composition
Exodite King 6 6 3 4 3 6 3 10 3+ Heavy Cavalry (Character) 1 Exodite King
Sovereignty: The King of an Exodite World commands absolute loyalty from his
subjects, and they trust in him for their security at all times.
Units entirely composed of models with the Kindred Spirit special rule that are within
12” of a model with this rule may use this model’s Leadership value for any Morale
and Pinning tests they are required to take.
10
KINDRED PRINCE
HERDMASTER
50 POINTS
Barons of the wealthiest, most influential noble kindreds are
known as Kindred Princes. These are among the strongest and
most experienced warriors and leaders on an Exodite world,
and it is from their ranks that an Exodite King will be elected.
WARGEAR
Shock Lance (pg 43)
Hunting Blade (pg 43)
Knight Armour (pg 45)
OPTIONS
May take items from the Melee
Weapons, Knightly Vestments
and/or Relics of the Exodus lists.
May be given the Spirit Choir
special rule 5 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Kindred Prince 5 5 3 4 3 6 3 9 3+ Heavy Cavalry (Character) 1 Kindred Prince
SPECIAL RULES
Dragonhide (pg 41)
Independent Character
Jungle Born (pg 41)
Kindred Spirit (pg 41)
In times of war, it will fall to the Kindred Princes to lead small
raiding parties or even entire contingents of Exodite warriors
into battle, under the coordination of the Exodite King and his
royal kindred.
40 POINTS
The Herdmaster is the highest ranking member of the order of
herdkeepers. He owes fealty to none save the Exodite King
himself, and acts to coordinate the efforts of the herdkeeper
kindreds under his command. The Herdmaster of an Exodite
world is chosen in much the same way as an Exodite King,
with the Herdwardens of each herdkeeper kindred forming an
electorate body to select the most experienced and capable
leader to carry the burden and honour of the title.
WARGEAR
Wraithbow (pg 43)
Hunting Blade (pg 43)
Warden Armour (pg 45)
OPTIONS
May take items from the Warden
Gear and/or Relics of the
Exodus lists.
May be given the Beastsinger
special rule 5 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Herdmaster 4 4 3 4 2 5 2 9 4+ Heavy Cavalry (Character) 1 Herdmaster
SPECIAL RULES
Dragonhide (pg 41)
Independent Character
Hit & Run
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Scouts
Split Fire
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.
11
SPIRITSINGER
75 POINTS
Some Exodites are more closely attuned to the psychic
resonance of the world spirits, and are able to commune with
the souls contained within through strange songs and rituals.
These unusual individuals are known as Spiritsingers, and are
revered among the kindreds for their ability to draw on the
power of the world spirit and the knowledge of the ancestors
who rest therein.
Spiritsingers are so rare that they are generally given a high
place of honor among their kind, and most will ride to battle
only when all of the kindreds band together under the banners
of the Exodite King himself. At other times, they are generally
found among the stone circles and menhirs of the world spirit,
communing with their ancestors in order to better advise and
guide the Exodite nobility in the best path for the security and
prosperity of their world.
In addition to being able to commune with the dead, the
Spiritsingers are also powerful psykers, using their songs to
draw on the power of the world spirits and their ancient, fallen
gods in order to disrupt and demoralize their enemies.
WARGEAR
Witchblade
Rune Armour (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Independent Character
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Psyker (Mastery Level 2)
Runemark
PSYKER A Spiritsinger generates their powers
from the Spiritsinger Melodies
discipline (pg 49).
OPTIONS
May exchange his witchblade for one of the following:
- Singing spear 5 pts
- Witch lance 5 pts
May take a Gyrinx 10 pts
May take a Tear of Isha 20 pts
May be upgraded to be Mastery Level 3 20 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Spiritsinger 4 4 3 4 2 5 2 9 - Heavy Cavalry (Character) 1 Spiritsinger
Runemark: Spiritsingers are typically marked out at birth by some form of omen,
often by a birthmark in the shape of the tear-laden eye of Isha, a moon-rune of
Lileath or some other symbol related to the old Eldar gods. These remarkable
individuals benefit from the protection of the fallen pantheon’s residual power.
A model with the Runemark special rule always counts as having a higher Mastery
level than the enemy Psyker when making Deny the Witch rolls. In addition, a model
with the Runemark special rule gains the Adamantium Will special rule if they are
part of a unit containing one or more models with the Spirit Choir special rule.
12
WORLDSINGER
50 POINTS
Whereas Spiritsingers directly channel the energies of the
World Spirit, the Worldsingers instead use their psychic
connection to the World Spirit to commune with the natural
world around them. Through their arcane songs, the
Worldsingers are capable of manipulating plants to grow and
even to move and attack at their command. They can also
cause the ground to tremble with the fury of the World Serpent
– that aspect of the World Spirit that resonates most strongly
with the warlike and bloodthirsty aspects of the Exodites.
When the Exodites ride to war, the Worldsingers will use their
unusual abilities to cause the jungles about them to grow and
writhe, covering the advance of the dragon knights and their
bestial allies and entangling their foes with choking vines in
which they are slowly suffocated. The tremors and earthshakes
they can summon can slow all but the most sure footed of
enemies, allowing the Dragon Knights to encircle and destroy
them at their leisure.
WARGEAR
Witchblade
Rune Armour (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Independent Character
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Psyker (Mastery Level 1)
Spirit Choir
PSYKER A Worldsinger always knows the Living Jungle and Fury of the World Serpent
Psychic Powers as described in the Worldsinger Repertoire (pg 47).
OPTIONS
May exchange his witchblade for one of the following:
- Singing spear 5 pts
- Witch lance 5 pts
May take a Gyrinx 10 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Worldsinger 4 4 3 4 2 5 2 9 - Heavy Cavalry (Character) 1 Worldsinger
13
DYANN AL’ATHAR
125 POINTS
Dyann Al’Athar was destined to rule from the very beginning
of his life. He was born on the eve of a great battle, during
which his wise and revered sire, the Exodite King of Bai’n-Ish,
was slain by the Imperial knight baron Lord Clauditus. With
his last words, the King foretold that his son would become a
warrior greater and wiser than even himself, and that he
should be groomed as his eventual successor. He declared the
name of Dyann Al’Athar with his dying breath, which, loosely
translated, means “Great Warrior King.”
The Eldar of Bai’n-Ish loved their King greatly. Thus, seeing
off the knight barons after a long and bitter struggle, they
vowed to serve no King until the child came of age and could
take his rightful place as their ruler. Such a succession was
unheard of among the Exodites, but so great was their love for
the old King that none dared to contend for the throne. Dyann
Al’Athar was raised among the nobility, schooled in the ways
of war as his father wished, and eventually assumed the mantle
of Kingship among the people of Bai’n-Ish.
WARGEAR
Hunting Blade (pg 43)
Knight Armour (pg 45)
Shield of Champions (pg 44)
Dragonheart Helm (pg 44)
Dragonhide Cloak (pg 44)
SPECIAL RULES
Absolute Sovereignty
Dragonhide (pg 41)
Independent Character
Jungle Born (pg 41)
Kindred Spirit (pg 41)
King of the World (pg 41)
Spirit Choir
WARLORD TRAIT
Wrath of Ancient Days
RELICS OF THE EXODUS
Spear of Kurnous: The Spear of Kurnous is a potent weapon carried by Dyann
Al’Athar’s ancestors from their homeworld during the great exodus. In form and
function it resembles the singing spears used by many Eldar psykers, however it
pulses with power and fills the bearer with wild potency said to have been imbued by
the great hunter-god himself in ages past.
The wielder of the Spear of Kurnous gains the Furious Charge universal special rule.
When a model attacks with the Spear of Kurnous, it can use either of the profiles
below. It can use both profiles in the same turn.
Range Str AP Type
12” 10 - Assault 1, Fleshbane
- +1 - Melee, Armourbane, Fleshbane
WS BS S T W I A Ld Sv Unit Type Unit Composition
Dyann Al’Athar 7 6 3 4 3 6 4 10 3+ Heavy Cavalry (Character) 1 (Unique)
SPECIAL RULES
Absolute Sovereignty: On the world of Bai’n-Ish, Dyann Al’Athar holds absolute
power, having led his kindreds to victory over the Imperial knight barons time and
again. His warriors trust him with their lives, and his commands are obeyed without
question.
Units entirely composed of models with the Kindred Spirit special rule that are within
12” of a model with this special rule may use this model’s Leadership value for any
Morale and Pinning tests they are required to take, are treated as if they had the
Stubborn special rule, and benefit from Heroic Morale as if they were joined by an
Independent Character.
Soon after ascending to his throne, Al’Athar was put to the test
as the knight barons returned to again plunder the herds of
Bai’n-Ish. Led by none other than Lord Clauditus, the barons
came in such force as had not been seen even in the memory of
the oldest members of the nobility. Though faced with a
seemingly insurmountable foe, Al’Athar took up his father’s
armour and weapons and led his people to war in defense of
their world and its spirits. The time had come for him to prove
the prophecies of his dying father.
Though the knight barons were great in number, Al’Athar and
his people set upon them in the night, and in three hours of
bloodshed and terrible destruction, the barons’ knight titans
were reduced to rubble and their household guards scattered
or slain. Few made their way offworld to tell of the devastation
or the wrath of the new King of Bai’n-Ish, and Clauditus
himself met his end at the tip of Al’Athar’s spear after his own
knight was brought down. The Great Warrior King had come
into his own, and the death of his father was duly avenged.
14
EL’IYSA ISHMAL
150 POINTS
El’Iysa Ishmal is said to have been chosen at the time of her
birth to be the voice of Isha amongst the Exodites, and beyond
to the scattered peoples of the Eldar race. Unlike most of her
kind, she has travelled extensively, having visited most of the
Exodite worlds, many Craftworlds and Corsair fleets, and – it
is whispered – even the dreaded city of Commorragh.
WARGEAR
Rune Armour (pg 45)
Tear of Isha (pg 44)
SPECIAL RULES
Dragonhide (pg 41)
Chosen of Isha
Enemy of Nurgle
Independent Character
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Psyker (Mastery 3)
Runemark (pg 11)
The Voice of Isha
Chosen of Isha: El’Iysa has been marked out
as the chosen voice of the goddess Isha, and as
such is protected from the perils of the Warp.
El'Iysa Ishmal never suffers Perils of the Warp
under any circumstances.
PSYKER
El’Iysa always knows all of the powers in the
Spiritsinger Melodies discipline (pg 49).
WARLORD TRAIT
Unbreakable Resolve
WS BS S T W I A Ld Sv Unit Type Unit Composition
El’Iysa Ishmal 4 4 3 4 2 5 2 10 3+ Heavy Cavalry (Character) 1 (Unique)
Enemy of Nurgle: As the goddess Isha is the embodiment of life and fertility
to the Exodites, so too does Nurgle represent death, decay and pestilence in
all its forms. There are even whispers among some Eldar that Nurgle himself
holds the goddess trapped within his twisted realm. If any living Eldar
knows the truth of these myths, it is El’Iysa Ishmal. Though she has never
spoken aloud on the matter, she nevertheless displays a deep-seated hatred
of Nurgle and his followers, seeking to destroy them wherever they may be.
El’Iysa has the Hatred special rule against Daemons of Nurgle or models
with the Mark of Nurgle. In addition, this rule in granted to all models in her
unit with one or more of the following special rules: Ancient Doom, Kindred
Spirit, Power From Pain.
The Voice of Isha: In ancient days, Isha walked among her mortal children,
the Eldar, and spoke with them in person. Later, she continued to commune
with them via the Tears of Isha forged for her by Vaul. Always her voice has
been a comfort to the Eldar people. It is said that El’Iysa speaks with the
Voice of Isha herself, and her words stir the hearts of the Eldar in a way
they cannot truly express.
At the start of each Exodite turn, El’Iysa may choose to speak to a single
friendly unit within 18” that is composed entirely of non-vehicle models
with one of more of the following special rules: Ancient Doom, Kindred
Spirit, Power From Pain. The chosen unit, including any attached characters,
are granted either the Furious Charge or Stubborn special rule until the start
of the controlling player’s next turn. (Note that this may be El’Iysa’s own
unit if you wish.)
El’Iysa is highly respected, and even feared, among the Eldar.
Her voice is a reminder of what they have lost, but also of their
hopes for the future. Her presence among them is a portent of
great and terrible events, and even the mightiest Farseers
cannot see what lies ahead on her path. Her footsteps are as
the coming of doom to those around her, yet she is also a
herald of victory, glory and hope for all Eldar.
RELICS OF THE EXODUS
The Staff of Sorrows: The Staff of Sorrows is a sacred relic passed down through the ages. It is said that the blade atop the staff
was forged from the first tear which Isha shed upon learning of her separation from her mortal children, the Eldar race.
Range Str AP Type
- User - Melee, Armourbane, Fleshbane, Sorrowful
Sorrowful: Any model that suffers an unsaved Wound from the Staff of Sorrows but is not slain must pass a Leadership test or be
removed from play. Each model removed from play in this way grants the Staff of Sorrows a single stored Warp Charge point, to a
maximum of 3 points. Once per turn El’Iysa may draw a single stored Warp Charge point from the Staff and add them to her
side’s Warp Charge total. All stored Warp Charge points in the Staff are lost if El’Iysa is slain.
15
DRAGON KNIGHT KINDRED
50 POINTS
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.
WARGEAR
Shock Lance (pg 43)
Hunting Blade (pg 43)
Knight Armour (pg 45)
SPECIAL RULES
Beastsinger (Knightsinger only,
pg 41)
Dragonhide (pg 41)
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Spirit Choir (Knightsinger only,
pg 41)
OPTIONS
May include up to seven additional Dragon Knights 15 pts per model
One Dragon Knight may replace his shock lance with a storm lance 5 pts
May upgrade one Dragon Knight to a Knightsinger 5 pts
The Knightsinger may take items from the Beastsinger Ensemble list.
The Chieftain may take items from the Melee Weapons and/or Knightly
Vestments lists.
The Chieftain may be given the Spirit Choir special rule 5 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Dragon Knight 4 4 3 4 1 5 1 8 3+ Heavy Cavalry 2 Dragon Knights
Chieftain 4 4 3 4 1 5 2 8 3+ Heavy Cavalry (Character) 1 Chieftain
Knightsinger 4 4 3 4 1 5 1 8 3+ Heavy Cavalry (Character)
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.
16
MEI’NLY KURIM-WE
50 POINTS
Young Mei’nly was born into the Dem-Gillath knight kindred
on the world of Kur’Liras. Her father Ya-nus, the kindred’s
Chieftain, was a firm and strict leader who followed the oldest
traditions to the letter. This included the outdated tradition
forbidding females of the Kur’Liran kindreds from undertaking
any roles other than child rearing, which could be traced back
many centuries to a time when a plague had nearly wiped out
the Exodites of Kur’Liras.
This was rather unfortunate for Mei’nly, who at a very young
age discovered a distinct aptitude for music and a strong talent
for calming the many beasts of her kindred’s herds. It was
obvious to all by Ya-nus that the child was destined to be a
beastsinger, perfectly suited, but he would not yield.
After others of the kindred, including Mei’nly’s mother,
petitioned Ya-nus to allow her to follower her apparent destiny,
he forbid her from ever singing or playing music, and declared
that she would be banished from the kindred if she ever
attempted to use her beastcalming abilities. Rather than endure
such a punishing stifling of her natural gifts, Mei’nly ran away,
banishing herself into exile.
WARGEAR
Shock Lance (pg 43)
Hunting Blade (pg 43)
Knight Armour (pg 45)
Ballad of the Beast
SPECIAL RULES
. Beastsinger (pg 41)
. Dependent
. Dragonhide (pg 41)
. Drakesinger
. Jungle Born (pg 41)
. Kindred Spirit (pg 41)
. Spirit Choir (pg 41)
Dependent: Mei’nly may be included
in any detachment that also includes at
least one unit of Dragon Knights, and
never takes up a Force Organisation
slot. She must begin the game attached
to a unit of Dragon Knights and counts
as part of the unit for all purposes for
the duration of the game.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Mei’nly Kurim-We 4 4 3 4 1 5 1 8 3+ Heavy Cavalry (Character) 1 (Unique)
Drakesinger: Mei’nly is constantly
accompanied by her small flight of
drakes, which she has trained well to aid
her kindred in their herding duties. In
battle, they keep close watch over
Mei’nly and her fellows, harrying their
opponents with small gouts of flame and
raking them with their sharp claws.
As long as Mei’nly is in play, she and
every model in her unit are treated as if
they were accompanied by a Hunting
Drake as described in the Wargear
section. In addition, Mei’nly is treated as
having Flaming Breath which she may
fire in addition to her normal Shooting.
Furthermore, any unit of Drakes within
6” of Mei’nly at the start of the Assault
Phase gains the Rage special rule for the
remainder of the turn.
While wandering in the wilderness of Kur’Liras, she came
across an entire clutch of unhatched and unattended Drake
eggs. Watching the eggs for days without sleeping, Mei’nly
guessed that the queen which laid the eggs must have been
killed along with her flight, so she determined to see them all
safely hatched. After a frantic hatching, with Mei’nly standing
in for the drake flight which would normally be in attendance,
the little drakes were all hatched and fed safely. Most of them
flew off on their own, but a small flight – the ones who had
been nearest Mei’nly during the hatching, stayed with her and
adopted her as a surrogate “mother”.
Eventually, Mei’nly found her way to another, far less
hidebound group of Dragon Knights, a kindred known as Bein-
dan. Fay’Lar, the chieftain of her new kindred, petitioned the
Dragon King of Kur’Liran to allow them to adopt her as one of
their own. Their petition was granted, and after undertaking
many years of training she was finally allowed to realize her
true potential as a beastsinger for her new kindred.
17
RAPTOR PACK
50 POINTS
Raptors are smaller, more agile cousins of the dragons ridden
by the Exodite dragon knights. What they lack in size and
strength, they make up for in ferocity and tenacity. Led by their
pack leaders, raptors strike quickly and with a primitive
cunning. Despite their smaller size, a pack of raptors is quite
capable of bringing down a large megadon, or even one of the
mighty carnosaurs.
When the Exodites ride to battle, their beastsingers call out to
the various beasts that inhabit their worlds, and the raptors
are among those that answer this strange call for aid. The
bond between the beastsinger and the raptor pack is tenuous at
best, however. Should the link to the pack be disrupted, they
are likely to flee the field of battle.
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (5+) (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Hunting Claws
Feral Instincts (pg 41)
Furious Charge (pg 41)
Jungle Born (pg 41)
Hunting Claws: Raptors have large, extremely sharp claws on one toe of each foot
which they use to great effect as they leap onto their prey, tearing them apart in a
flurry of kicks and slashes.
On any Turn in which Raptors charge into combat, they treat their close combat
Attacks as having the Rending special rule until the end of that Phase.
OPTIONS
May include up to nine additional Raptors 15 pts per model
WS BS S T W I A Ld Sv Unit Type Unit Composition
Raptor 4 0 3 3 1 6 2 6 5+ Beast 2 Raptors
Pack Leader 5 0 4 3 1 6 3 7 5+ Beast (Character) 1 Pack Leader
18
GATE WARDEN KINDRED
60 POINTS
Cunning Traps: As they often operate apart from their kin, the gate wardens
practice the arts of trapping and snaring, luring their foes in with the illusion of easy
prey. Their mastery of field craft allows them to defeat far more numerous foes.
Models charging a unit that includes any models with this rule do not gain bonus
Attacks from charging. In addition, if at least one model with this rule is in jungle or
forest terrain, any enemy unit that successfully charges the unit will suffer D3
automatic Hits at Strength 3 and AP -. These hits are resolved during the Fight sub-
phase at the Initiative 10 step.
Any vehicle Hit by this rule will always be hit on its Front Armour. If a Transport or
Chariot is Hit by this rule the hit is resolved against the vehicle, not the occupants or
the rider.
OPTIONS
May include up to five additional Gate Wardens 15 pts per model
Any model may replace their hunting blade with a poisoned blade 3 pts
Any model may replace their wraithbow with a shuriken catapult free
Up to three Gate Wardens may take a star bolas 5 pts
May upgrade one Gate Warden to a Gatekeeper 5 pts
The Gatekeeper may take items from the Warden Gear list.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Gate Warden 4 4 3 3 1 5 1 8 4+ Infantry 4 Gate Wardens
Gatekeeper 4 4 3 3 1 5 2 9 4+ Infantry (Character) 1 Gatekeeper
WARGEAR
Wraithbow (pg 43)
Hunting blade (pg 43)
Warden armour (pg 45)
SPECIAL RULES
Cunning Traps
Fleet
Infiltrate
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Move Through Cover
Split Fire (Gatekeeper only)
Stealth
A rare few Exodites do not share their kind’s typically high
level of empathic connection to the natural world and its
myriad creatures. Without this connection, these individuals
find the normal life of the Exodite tribes to be dull and
unfulfilling, as well as rather difficult, and will seek out the one
calling truly befitting of this lack of affinity – the gate wardens.
Gate wardens live apart from other Exodites, standing silent
watch over the webway gates that connect their worlds with the
rest of the scattered Eldar race and the galaxy as a whole.
Despite the relative safety of webway travel, there are still
various threats that may emerge from these gates, and it falls
to the ever vigilant gate wardens to defend these vulnerable
portals from the many terrors that threaten to emerge and
engulf their worlds in the flames of war.
19
OUTCAST RANGERS
60 POINTS
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
Ancient Doom: The Eldar loathe and fear She Who Thirsts above all else, for in
Slaanesh they see their doom made manifest.
A model with this special rule has the Hatred special rule against Daemons of
Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests,
a unit containing at least one model with this special rule suffers a -1 penalty to its
Leadership if it is engaged in combat with a unit that contains at least one model with
the Mark of Slaanesh or the Daemon of Slaanesh special rule.
Battle Focus: When the Eldar don their war masks, they enter a battle trance so
focused that they flow across the battlefield like quicksilver, killing their foes without
breaking stride.
A unit that contains only models with the Battle Focus special rule can either Shoot
and then Run, or Run and then Shoot, in the same Shooting Phase. The unit must
complete both actions before you move onto the next unit – otherwise the chance to
make the second action is forfeit.
A model cannot Run if it fired a Heavy Weapon during the same Shooting Phase
unless it has the Relentless special rule. Similarly, a model that has Run cannot then
fire a Heavy Weapon in the same Shooting Phase unless it has the Relentless special
rule. Models that cannot run gain no benefit from the Battle Focus special rule.
OPTIONS
May include up to five additional Rangers 15 pts per model
WS BS S T W I A Ld Sv Unit Type Unit Composition
Ranger 4 4 3 3 1 5 1 8 5+ Infantry 5 Rangers
WARGEAR
Ranger long rifle (pg 42)
Shuriken pistol (pg 42)
Mesh armour (pg 45)
SPECIAL RULES
Ancient Doom
Battle Focus
Fleet
Infiltrate
Move Through Cover
Stealth
warriors and, for a while at least, enjoy the freedom of mind
which is impossible on the Craftworlds. Some will settle
permanently amongst the Exodites, or upon some uninhabited
world, becoming the first settlers of a new Eldar colony. To the
Exodites the Outcasts are strange romantic figures, the masters
of a hidden lore and way of life which is arcane and archaic.
They bring skills which the Exodites value highly, and are
always made welcome in the courts of the tribal Exodites.
20
NOBLE KNIGHT KINDRED
65 POINTS
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.
WARGEAR
Shock Lance (pg 43)
Hunting Blade (pg 43)
Knight Armour (pg 45)
SPECIAL RULES
Beastsinger (Noblesinger only,
pg 41)
Dragonhide (pg 41)
Jungle Born (pg 41)
Kindred Spirit (pg 41)
King’s Champion (First Knight
only)
Spirit Choir (Noblesinger only,
pg 41)
OPTIONS
May include up to seven additional Noble Knights 18 pts per model
Any model may replace their shock lance with one of the following:
laser lance 5 pts
drake lance 15 pts
One Noble Knight may replace their shock lance with a storm lance 5 pts
Any Noble Knight may be given a shield of champions 5 pts per model
The entire Kindred may be given any of the following:
dragonheart helm 3 pts per model
dragonhide cloak 5 pts per model
The entire kindred may ride trichedon mounts 10 pts per model
May upgrade one Noble Knight to a Noblesinger 5 pts
The Noblesinger may take items from the Beastsinger Ensemble list.
If a Detachment or Formation includes an Exodite King, Dyann Al’Athar or
Lir'Kurom Fürte, one Baron in the Detachment may be upgraded to a First
Knight 5 pts
The Baron or First Knight may take items from the Melee Weapons and/or
Knightly Vestments lists.
The Baron or First Knight may be given the Spirit Choir special rule 5 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Noble Knight 4 4 3 4 1 5 2 8 3+ Heavy Cavalry 2 Noble Knights
Baron 4 4 3 4 2 5 2 9 3+ Heavy Cavalry (Character) 1 Baron
First Knight 4 4 3 4 2 5 2 9 3+ Heavy Cavalry (Character)
Noblesinger 4 4 3 4 1 5 2 8 3+ Heavy Cavalry (Character)
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.
King’s Champion: First Knight is a title of both great honour and duty. The First Knight is also known as the King’s Champion,
and it is his duty to protect his King and other important personages, as well as accept any challenges on the King’s behalf, that the
sovereign may keep his eyes on the greater conflict without suffering the dishonor of refusing single combat.
Whilst the First Knight is still alive, the owning player automatically passes Look Out Sir! rolls for Independent characters in the
First Knight’s unit, but any Wounds diverted in this fashion must be allocated to the First Knight. In addition, the First Knight must
always accept a Challenge if he is able.
21
SUNDERED KNIGHTS
60 POINTS
A dragon knight shares a strong empathic bond with his
dragon mount, making them a formidable team in combat.
However, the attachment that grows from such a strong bond
can be powerful and deep, and the severing of that bond
devastating. It is not uncommon for an Exodite who has lost his
dragon in battle to descend into a despairing grief, drifting
away from his kindred and seeking an honourable death,
4worthy of the memory of his fallen companion.
WARGEAR
Two Poisoned Blades (pg 43)
Knight Armour (pg 45)
SPECIAL RULES
Fearless
Feel No Pain (5+)
Fleet
Infiltrate
Jungle Born (pg 41)
The Sundered
Pain of Loss
OPTIONS
May include up to nine additional Sundered Knights 20 pts per model
Up to three Sundered Knights may take a star bolas 5 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Sundered Knight 4 4 3 3 1 5 1 8 3+ Infantry 1 Sundered Knight
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.
The Sundered: Those who have been driven to despair by the loss of their dragon
mount would do anything to prevent others from sharing their fate.
Sundered Knights may not be joined by any Independent Characters. All Sundered
Knights may issue and accept challenges as if they were characters.
If at the start of any Assault phase a unit of Sundered Knights is within 12" of any
friendly models with the Kindred Spirit special rule, the Sundered Knights gain the
Hatred, Rage and Rampage special rules until the end of that Assault phase, and must
declare a charge if they are able.
Pain of Loss: The loss of the sundered is so deep that it can be felt as a palpable
aura of pain which they can direct fiercely into the hearts of their foes.
Enemy models suffer a -1 penalty to their Toughness as long as they are in base
contact with one or more models with this special rule (this does affect the victim’s
Instant Death threshold).
22
TRICHEDON HERD
60 POINTS
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.
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (4+) (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Feral Instincts (pg 41)
Furious Charge
Jungle Born (pg 41)
Ponderous
Thunderous Charge (pg 41)
OPTIONS
May include up to seven additional Trichedons 20 pts per model
Ponderous: Trichedons are large ponderous creatures that move with long strides
but at a careful, measured gate.
Trichedons do not have the Fleet special rule and may not Run. All other rules for
Beasts apply to them normally.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Trichedon 3 0 4 5 2 3 1 6 4+ Beast 3 Trichedons
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.
23
HERDKEEPER KINDRED
65 POINTS
While most Exodite kindreds are concerned with the cultivation
of their crops and defense of their own herds, there are a small
number of kindreds on each world who concern themselves
with a larger scope of protection and vigilance. These kindreds
are known as herdkeepers, and they are charged with
patrolling the Exodite worlds, keeping watch over the other
kindreds and their herds and warning them of danger, whether
it be predators, natural disasters or invasion by outsiders.
In order to fulfill their duties, the herdkeepers rely on the
support of the other kindreds in the form of food, clothing and
other necessities. In return, they keep watch over the travelling
WARGEAR
Wraithbow (pg 43)
Hunting Blade (pg 43)
Warden Armour (pg 45)
SPECIAL RULES
Beastsinger (Herdsinger only, pg
41)
Dragonhide (pg 41)
Hit & Run
Jungle Born (pg 41)
Scouts
Split Fire (Herdwarden only)
Spirit Choir (Herdsinger only, pg
41)
OPTIONS
May include up to seven additional Herdkeepers 17 pts per model
Any model may replace their hunting blade with a poisoned blade 3 pts
Any model may replace their wraithbow with a shuriken catapult free
Up to three Herdkeepers may take a star bolas 5 pts
The entire kindred may ride pterasaur mounts 10 pts per model
May upgrade one Herdkeeper to a Herdsinger 5 pts
The Herdsinger may take items from the Beastsinger Ensemble list.
The Herdwarden may take items from the Warden Gear list.
The Herdwarden may be given the Spirit Choir special rule 5 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Herdkeeper 4 4 3 4 1 5 1 8 4+ Heavy Cavalry 2 Herdkeepers
Herdwarden 4 4 3 4 1 5 2 8 4+ Heavy Cavalry (Character) 1 Herdwarden
Herdsinger 4 4 3 4 1 5 1 8 4+ Heavy Cavalry (Character)
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 herdkeepers share
an extremely strong empathic bond with the creatures of their
worlds, and some are even able to tame and ride pterosaurs.
These large winged beasts bear the herdkeepers aloft to ride
on the back of the wind, gaining a significant aerial advantage.
24
WAR WALKER KINDRED
40 POINTS
While most Exodites ride dragons when guiding a herd or
engaging in battle, some prefer to mount up on tall, graceful
and deadly bipedal vehicles known as war walkers. What these
machines lack in armour, they make up for with hard-hitting
weaponry and manoeuverability. This makes them well suited
both to herding dragons and acting as scouts and weapons
platforms in battle. However, the pilot of a War Walker is not
without protection, for the vehicle is equipped with an array of
force fields that blur and distort its outline, making it as least
as safe as a fully enclosed vehicle. Often the first thing an
enemy will know about the presence of an Exodite force is a
ripple in the terrain ahead followed by a blistering firestorm
that efficiently eliminates the observer.
Being lightly built, squadrons of War Walkers rely on the use
of their ranged weaponry to neutralise threats in order of
priority. To aid them in herding dragons, Exodite War Walkers
are invariably armed with either a shock lance or laser lance,
which is backed up by a heavy weapon of some sort. They are
quite effective in battle, owing to extremely advanced support
systems, including piloting failsafes in the form of spirit stones.
It is said that during battle the pilot of a War Walker enters a
kind of meditative state. He becomes one with his craft, the
machine effortlessly stalking through terrain as its twin
weapons scythe through the foe. The sheer rate of fire a full
squadron of War Walkers can provide is often enough to
obliterate an entire platoon of enemy troops in a single volley.
WARGEAR
Shock Lance (pg 43)
Power Field (pg 45)
SPECIAL RULES
Fleet
Jungle Born (pg 41)
Scouts
OPTIONS
May include up to two additional War Walkers 40 pts per model
Any War Walker may upgrade their shock lance to a laser lance 10 pts
Each War Walker must be equipped with one of the following:
Eldar missile launcher with plasma & starshot missiles 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
Any War Walker may be given any of the following:
Spirit stones 10 pts per model
Holo-fields 15 pts per model
┌─ Armour ─┐
WS BS S Front Side Rear I A HP Unit Type Unit Composition
War Walker 4 4 5 10 10 10 5 2 2 Walker, Open-Topped 1 War Walker
25
DRAKE FLIGHT
70 POINTS
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.
WARGEAR
Fiery Breath (pg 42)
Natural Weapons (pg 43)
Scaly Hide (6+) (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Feral Instincts (pg 41)
Hit & Run
Jungle Born (pg 41)
Loyal
Swarm OPTIONS
May include up to three additional Drake Wings 20 pts per model
WS BS S T W I A Ld Sv Unit Type Unit Composition
Drake Wing 3 3 2 3 3 5 3 8 6+ Jetpack Beast 2 Drake Wings
Queen’s Wing 3 3 2 3 4 5 4 9 6+ Jetpack Beast (Character) 1 Queen’s Wing
Loyal: Among the creatures which answer the call of the beastsingers, none are more
reliable than the tiny drakes. They have been known to continue attacking an enemy
force even after the Exodites who called them have been slain or driven off. They tend
to be even more dedicated in the presence of domesticated members of their own kind.
A unit of Drakes may re-roll all failed Morale and Pinning tests. A unit of Drakes that
is Falling Back may attempt to Regroup normally if they are within 12" of a model
with a Hunting Drake.
Though small, drakes are among the more intelligent creatures
that inhabit the Exodite worlds. Their flights, invariably led by
the fertile female queen, display a level of coordination
unrivalled by any other non-sentient creature known to the
Eldar. Of the beasts which answer the call of the beastsingers,
the drakes do so the most willingly, and are likely to continue
helping their friends even if the beastsingers are incapacitated.
Designer’s note: Even though they don’t have actual jetpacks, Drake Flights have been given the Unit Type “Jetpack Beasts”
rather than “Jump Beasts” because I feel the Jetpack rules better reflect the way they move and fight. As they are Beasts, they can
move 12” in the Movement Phase and are unaffected by Difficult or Dangerous Terrain, they fall back 3D6”, and they have the
Fleet special rule. As they are also a Jetpack Unit, their Movement benefits from the Skyborne rule (so they can move over all
other models and terrain freely), the Thrust Move rule (so they can move in the Assault Phase) and have the Deep Strike rule (as
well as Bulky and Relentless, which generally don’t come into play for them.)
26
GREAT DRAKE
150 POINTS
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!
WARGEAR
Blazing Breath (pg 42)
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)
WS BS S T W I A Ld Sv Unit Type Unit Composition
Great Drake 6 3 7 6 4 5 3 9 3+ Flying Monstrous Creature 1 Great Drake
SPECIAL RULES
Dragonhide (pg 41)
Feral Instincts
Jungle Born (pg 41)
When facing powerful or numerous enemies, the Exodite
beastsingers will bend their will towards attracting a great
drake to fight for them. A great drake on the attack is a
remarkable sight to behold, hurling infantry and lighter
vehicles about with equal ease, burning a swathe through the
heart of the battle lines and striking fear into the hearts of
those unfortunate enough to fall under its gaze.
27
KNIGHT CONSTRUCT
180 POINTS
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.
WARGEAR
Shock Lance (pg 43)
SPECIAL RULES
Agile (Bright Stallion only)
Fearless
Gun Platform (Towering
Destroyer only, pg 41)
Jungle Born (pg 41)
Agile: Bright Stallions are fitted with
additional legs, allowing for greater
speed and agility in battle.
A model with this rule gains the Fleet
special rule. In addition, a unit that
contains only models with this special
rule can either Shoot and then Run, or
Run and then Shoot, in the same
Shooting Phase. The unit must
complete both actions before you
move on to the next unit – otherwise
the chance to make the second action
is forfeit.
OPTIONS
May be upgraded to one of the following:
Bright Stallion 25 pts
Towering Destroyer 50 pts
May be given jump jets 15 pts
May be given one of the following:
Knightlance, missile pod, pulse cannon or suncannon 30 pts
Scattershield 15 pts
May be given one of the following:
Shuriken cannon 15 pts
Scatter laser or starcannon 20 pts
If upgraded to a Towering Destroyer, may also be given up to two of the
following:
Knightlance, missile pod, pulse cannon or suncannon 30 pts
Scatter laser or starcannon 20 pts
Scattershield or shuriken cannon 15 pts
WS BS S T W I A Ld Sv Unit Type Unit Composition
Fire Gale 4 4 9 7 5 5 3 10 3+ Monstrous Creature 1 Fire Gale
Bright Stallion 4 4 9 7 5 5 3 10 3+ Monstrous Creature
Towering Destroyer 4 4 10 8 6 5 4 10 3+ Monstrous Creature
28
MEGADON
100 POINTS
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
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Gun Platform (pg 41)
Jungle Born (pg 41)
Skittish
Thunderous Charge (pg 41)
Skittish: Though large, megadons tend to be easily spooked amongst the cacophony
of battle. The Exodites riding a megadon do their best to keep it under control, but
sometimes even their empathic guidance is not enough, especially when the megadon
is wounded and in pain.
At the end of any Shooting phase in which a megadon has suffered at least one
wound, it must take a Morale check in the same manner as a unit which has lost 25%
or more of its models. Add the megadon’s remaining wounds to its Leadership value
for the purposes of any Morale test it makes (to a maximum of 10). For example, a
megadon (Leadership 6) with 3 wounds remaining would have an effective
Leadership value of 9.
OPTIONS
May be upgraded to one of the following:
Megadon (medium) 25 pts
Megadon (large) 50 pts
May be given one or more of the following, depending on size (small may have
one, medium may have up to two and large may have up to three):
Knightlance, missile pod, pulse cannon or suncannon 30 pts
Scattershield 15 pts
May be given one or more wraithbows at 5 pts each, depending on size (small
may have up to two, medium may have up to four and large may have up to six).
For every two wraithbows taken, up to one wraithbow may be upgraded to a
flamer at 5 points each.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Megadon (Small) 3 3 6 6 4 2 2 6 3+ Monstrous Creature 1 Megadon (Small)
Megadon (Medium) 3 3 7 7 5 2 2 6 3+ Monstrous Creature
Megadon (Large) 3 3 8 8 6 1 2 6 3+ Monstrous Creature
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.
29
CARNOSAUR
125 POINTS
The carnosaur is among the largest and most dangerous
predators commonly found on the Exodite worlds. A full-grown
adult may stand between five and ten meters tall. Their mouths
are filled with rows of razor-sharp teeth, capable of rending
the extremely tough hides of the various megadon species.
Carnosaurs are naturally very aggressive and territorial, and
have been known to attack other carnosaurs, fully armed
dragon-knight parties and even the occasional great drake.
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)
SPECIAL RULES
Apex Predator
Dragonhide (pg 41)
Feel No Pain (5+)
Feral Instincts (pg 41)
Jungle Born (pg 41)
Territorial
WS BS S T W I A Ld Sv Unit Type Unit Composition
Young Carnosaur 5 0 6 6 4 4 4 8 3+ Monstrous Creature 1 Young Carnosaur
Adult Carnosaur 7 0 7 7 5 5 5 9 3+ Monstrous Creature
Territorial: Carnosaurs are highly territorial, unwilling to share their chosen
hunting grounds. Their natural urge is to chase off or kill any potential competition,
especially creatures their own size or larger.
A unit containing one or more models with this special rule is treated as being
Fearless whenever they are locked in combat. If a unit composed entirely of models
with this special rule is forced to Fall Back for any reason and there is a Monstrous
Creature, Flying Monstrous Creature, Gargantuan Creature, Flying Gargantuan
Creature or any type of Vehicle within 12" and in Line of Sight, the unit will instead
immediately attempt to charge the nearest Monstrous Creature, Flying Monstrous
Creature or Vehicle that is in Line of Sight, be it friend or foe. (Note that models
which are Swooping or Zooming are ignored for the purposes of this rule.) If the
charge is successful, work out the combat during the next Assault phase, counting the
Territorial unit as charging, and under the control of the opponent of the model that
was charged until the combat comes to an end.
In the desperation of battle, the Exodites are sometimes able to
call upon the dubious aid of nearby carnosaurs, sending them
crashing into the ranks of the enemy to sow confusion and fear
as they search hungrily for something edible. The risk here is
that, due to the carnosaur’s volatile temperament and limited
intelligence, they are very difficult to control. There have been
occasions when an Exodite warhost has been caught unawares
as a carnosaur turns upon them rather than their foes.
OPTIONS
May be upgraded to an Adult Carnosaur 40 pts
Apex Predator: Carnosaurs are
among the largest and most dangerous
predators on the Exodite worlds,
capable of killing even the largest
megadons and drakes with their
powerful, tooth-filled jaws and sharp
claws.
Whenever a model with this special
rule rolls a 6 To Wound in close
combat, that Attack has the Instant
Death special rule.
30
SAILBACK PACK
30 POINTS
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.
WARGEAR
Natural Weapons (pg 43)
Corrosive Spit (Sailback only, pg
42)
Firemouth Spit (Firemouth only,
pg 42)
Scaly Hide (4+) (pg 45)
SPECIAL RULES
Corrosive Bite
Dragonhide (pg 41)
Feral Instincts (pg 41)
Jungle Born (pg 41)
OPTIONS
May include up to two additional Sailbacks 30 pts per model
The entire pack may be upgraded to Firemouths, replacing their corrosive spit
with firemouth spit 10 pts per model
Corrosive Bite: The bite of a Sailback or Firemouth is infused with their corrosive
venom, seeping through armour and eating away at flesh.
Attacks made by a Sailback have the Poisoned (4+) and Corrosive special rules.
Attacks made by a Firemouth have the Poisoned (3+) and Corrosive special rules.
Corrosive: Any model Wounded by an attack with this rule must pass two separate
Armour or Invulnerable Saves to stop each Wound. Cover Saves may not be taken
against Corrosive attacks.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Sailback 3 3 4 4 2 3 1 6 4+ Beast 1 Sailback
Firemouth 4 3 4 4 2 3 2 6 4+ Beast
Even more deadly is the Firemouth, a larger and more foul-
tempered 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.
31
LIR’KUROM FÜRTE
200 POINTS
Lir'Kurom Fürte is the Exodite King of Mai’n-Kurnou. His rise
to the Kingship was an unusual one, as he was not raised
amongst the Exodite nobility, but rather among the
herdkeepers. Serving as a Beastsinger of such a kindred, he
kept watch over the other kindreds and their herds, protecting
them from the many dangers prevalent on their untamed world.
After many years of relative peace and prosperity, the world of
Mai’n-Kurnou fell under the gaze of the Ork Warlord Uzgrubb,
who delighted in the chance to despoil the verdant world and
subjugate its feral and seemingly primitive population of
pointy-eared lizard-riders. His Waaagh! struck swiftly and his
Orks offered no quarter as they brutally slaughtered the
Exodites and their herds alike.
Lir’Kurom fought bravely during the initial struggles, but he
was separated from his kindred during a battle and left behind,
fighting his way through the Ork hordes. He lost his dragon
along the way, and though it grieved him deeply, still he fought
on, until he was at last alone in the jungle, the Orks having
moved on. Unsure of what to do next, Lir’Kurom knelt at a
nearby plinth of wraithbone, an extension of the World Spirit
to the surface of the world, and prayed for guidance from his
ancestors. As he did so, he heard a mighty roar from
somewhere nearby, then saw a huge carnosaur stalking
through the trees. It caught sight of him, and turned his way…
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
WARGEAR
Bright Lance (pg 42)
Natural Weapons (pg 43)
Star Bolas (pg 43)
Knight Armour (pg 45)
Dragonheart Helm (pg 44)
SPECIAL RULES
Apex Predator (pg 29)
Beastcalmer
Dragonhide (pg 41)
Huge Target
Independent Character
Jungle Born (pg 41)
King of the World (pg 41)
Sovereignty (pg 9)
WS BS S T W I A Ld Sv Unit Type Unit Composition
Lir'Kurom Fürte 8 6 8 8 6 5 6 10 3+ Monstrous Creature (Character) 1 (Unique)
Beastcalmer: Lir’Kurom Fürte is hailed as the most empathic Beastsinger ever to
live. His connection to the various beasts of his world is unparalleled.
As long as Lir’Kurom Fürte is on the table, all friendly units with the Feral Instincts
special rule may re-roll all failed Morale and Pinning tests and may always attempt to
Regroup normally. In addition, Lir'Kurom Fürte may join units with the Feral
Instincts rule, but may still not join units that contain Monstrous Creatures.
Huge Target: Sitting astride his carnosaur mount, Lir’Kurom Fürte makes for a
large and imposing figure, and is easily picked out amongst his kin and their various
beastly allies.
Lir'Kurom Fürte may never attempt a Look Out, Sir! roll.
WARLORD TRAIT
Master of Monsters
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 Exodite King and all of his kindred guard fell during the
battle. When all seemed completely lost and hopeless, there
came from the nearby jungle a tremendous and terrible sound,
a roar so loud it carried over the din of battle and the racket of
the Orks. All fell silent, looking toward that sound. Out of the
jungle came a huge carnosaur, hurtling towards the Ork lines.
On its back rode a tall figure, none other than Lir’Kurom
Fürte, who had tamed the beast by his will alone. He carried a
long lance which spat white-hot death into the ranks of the
Orks, while the great beast upon which he rode smashed them
aside, ripped them asunder, or devoured them. Following
behind was a great host of various jungle beasts which quickly
set upon the Ork hordes.
With the arrival of this new enemy, the Orks found a terror
they hadn’t known before, and they fell back. The Exodites
followed, cutting them down in droves. Rallying around the
carnosaur and its rider and surrounded by various other
creatures, they drove most of the Orks off their world. When
the battles were finally over, and the remaining Orks driven
into the jungle and scattered, the Exodites made Lir'Kurom
Fürte their new King.
32
COLOSSAL MEGADON
300 POINTS
Some species of megadons are quite long-lived and continue to
grow throughout their lives, able to reach truly enormous size
after hundreds of years of surviving the harsh conditions of the
primal worlds they call home. Building a fighting platform
large enough for one of these massive creatures requires a
great deal of effort, as does training them for battle, and so
they are a relatively rare sight, often only when the forces
arrayed against them represent a cataclysmic threat.
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)
SPECIAL RULES
Defensive Fire
Dragonhide (pg 41)
Jungle Born (pg 41)
Thunderous Charge (pg 41)
Defensive Fire: A colossal megadons is crewed by an entire kindred of Exodites,
many often armed with wraithbows to defend their enormous mount from close
assault by enemy troops.
A Colossal Megadon may fire Overwatch when Assaulted, but only with its
wraithbows.
OPTIONS
May be given up to five of the following:
Knightlance, missile pod, pulse cannon or suncannon 30 pts
Scattershield 15 pts
May be given up to ten wraithbows at 5 pts each.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Colossal Megadon 3 3 9 9 8 1 2 6 3+ Gargantuan Creature 1 Colossal Megadon
Handling these titanic monsters in the midst of combat often
requires the combined efforts of an entire kindred of Exodite
warriors, though this is a small price to pay for the
combination of firepower and psychological effect that a
colossal megadon can bring to bear on the enemy. The sight of
such a tremendous beast is enough to send all but the bravest
of foes fleeing in blind panic before the many guns mounted to
its fighting platform even begin to fire.
33
IMMENSE PTERASAUR
275 POINTS
The pterasaurs that inhabit the Exodite worlds are capable of
growing to immense size if they live long enough. The oldest
and largest of these are large enough to carry an entire
kindred of Exodites into battle. The Exodites fit them with
special harnesses which allow them to mount devastatingly
powerful weapons to make these creatures even more deadly.
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (4+) (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Jungle Born (pg 41)
OPTIONS
May be given up to three of the following:
Knightlance, missile pod, pulse cannon or suncannon 30 pts
Scattershield 15 pts
May be given up to six wraithbows at 5 pts each.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Immense Pterasaur 5 3 7 7 6 3 3 8 4+ Flying Gargantuan Creature 1 Immense Pterasaur
On most Exodite worlds, only a handful of trained pterasaurs
live long enough to reach such massive proportions. A few
worlds, however, boast much larger populations of these
tremendous flying beasts – flocks of them blotting out the sun
as they swarm in defense of their worlds.
34
MASSIVE CARNOSAUR
350 POINTS
Carnosaurs compete fiercely for food and territory, and battles
between them are very common. Generally the victor will feast
on his vanquished rival. For a carnosaur to survive long
enough to grow to truly massive proportions is quite a rarity,
and such creatures are sometimes even hunted down and
destroyed by the Exodites as the risk they pose to their herds is
often deemed too great to allow them to abide.
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)
SPECIAL RULES
Apex Predator (pg 29)
Dragonhide (pg 41)
Feel No Pain (4+)
Feral Instincts (pg 41)
Jungle Born (pg 41)
Territorial (pg 29)
WS BS S T W I A Ld Sv Unit Type Unit Composition
Massive Carnosaur 8 0 8 8 7 5 6 9 3+ Gargantuan Creature 1 Massive Carnosaur
There are some great beasts, however, that manage to avoid
such a fate. Perhaps their chosen hunting grounds never bring
them to the notice of the migrant tribes. It is quite unusual, but
not unheard of in times of great need for the Beastsingers to
attract one of these extremely powerful and dangerous
creatures to fight alongside them, though they risk shifting the
beast’s attention to their lands when war has ended.
35
VERDANT JUNGLE
15 POINTS
The Exodites are masters of the dangerous environments on the
hostile worlds they call home. When they move to do battle in
defense of their homes, they will often lead the enemy into key
positions in or near the dense jungles to which they are
accustomed, which their foes often find very difficult. Their
Worldsingers are even able to cause rapid growth, quickly
summoning an overgrown copse where nothing grew before.
Composition: 1-3 sections of Verdant
Jungle at 15 pts per section.
Each section of Verdant Jungle is
represented by an area of jungle trees,
vines, etc. covering an area at most 6"
long by 6” wide.
Each section of Verdant Jungle must
be placed within 12” of another
section of Verdant Jungle from the
same Fortification choice.
Terrain Type: Difficult Terrain.
SPECIAL RULES Overgrown Undergrowth: Unless otherwise noted, when a piece of Verdant Jungle
terrain is placed, roll a D3 to determine its Density. Models on the base of a Verdant
Jungle model receive a cover save, regardless of whether or not they are 25%
obscured. The cover save conferred by the Verdant Jungle, both for models in it and
models in cover behind it, is based on its Density. (See table below.)
Very Difficult Terrain: If a unit wishes to move into or through a Verdant Jungle,
they must apply a Move Penalty based on its Density. (See table below.) The Move
Penalty is subtracted from the total distance the unit rolls on its Difficult Terrain Test,
to a minimum of 1”. Furthermore, this Move Penalty is in addition to the existing
penalty for charging through Difficult Terrain (which is normally -2), and any total
roll of 0 or less will result in a failed charge. Note that units which are not slowed by
Difficult Terrain are not slowed by Very Difficult Terrain either.
Density Cover Save Move Penalty
1 5+ 0
2 4+ -1
3 3+ -2
These thick copses of vegetation impeded enemy movement and
block lines of fire, while offering little in the way of obstruction
for the Exodites and their beasts, who are quite at home among
the twisting vines and heavy foliage. The trees themselves can
become quite dangerous indeed when an Exodite Worldsinger
is near, their vines and branches weaving a deadly dance to
the sound of his ethereal singing.
36
WORLD SPIRIT NODE
25 POINTS
The world spirit is a complex psychic energy grid which
extends under the entire surface of every Exodite world,
stretching between the tribal barrows, stone circles and
standing stones. These important places are where the spirit
world and the material world can interact, where the spirits of
the dead can flow together, and where the living can talk to the
dead if they have the power.
Composition: 1-3 World Spirit Nodes
at 25 pts each.
Each World Spirit Node is represented
by a standing stone roughly 2” tall on
a 40mm base.
Each World Spirit Node may be
placed separately anywhere you are
allowed to deploy your fortifications.
Terrain Type: Battlefield Debris.
SPECIAL RULES Ancestral Spirits: The spirits of the Exodites’ ancestors flow through these nodes,
their voices lending courage to their descendants and kin, and whispering terrible
secrets to their foes. Units with the Exodites, Harlequins, Eldar and Dark Eldar
Factions add +1 to their Leadership while they are within 2” of a World Spirit Node.
Units from any other Faction suffer a -1 penalty to their Leadership while they are
within 2” of a World Spirit Node.
Psychic Focus: A psyker with the Exodites faction within 12” of a World Spirit Node
may determine line of sight and measure range from any point on the World Spirit
Node rather than from their own position when declaring a target and resolving the
effects of any psychic powers they cast. Only a single psyker may use the Psychic
Focus rule of a given World Spirit Node each turn, and a psyker may not use more
than one World Spirit Node as a Psychic Focus each turn.
When a battle takes place near a world spirit node, the
Spiritsingers and Worldsingers are able to extend the reach of
their powers by communing with the standing stones, their
songs carrying across the psychic link and joined by the eerie
sound of a ghostly choir of Exodite spirits that flock to the
sound of the songs, lending their strength to the singer’s own
in defense of their world and its world spirit.
37
ROYAL KINDRED
When the Exodite King rides to battle, he is generally
accompanied by a cadre of heroic nobles and advisors, the best
a brightest his world has to offer. Exodite society is a feudal
hierarchy of tribes led by strong leaders, who in turn owe
fealty to strong nobles, who look to the king himself. Honour
and glory are respected, and the greater the heroes that lead
the kindreds, the more fiercely they will fight in turn.
When the fighting is at its most fierce, the king and his
mightiest followers form an honorary grouping, a noble party
of the greatest and most noble heroes amongst the many
kindreds. They are shining examples of the ideals of the
Exodites. As these individuals achieve victories and crush their
foes together, their legends grow and their people revere them
all the more, striving to follow their example.
FORMATION:
1 Exodite King 1
1 Spiritsinger 2
1 Worldsinger
1-3 Kindred Princes
1 Noble Knight Kindred
1 Dyann Al’Athar or Lir'Kurom Fürte
may be taken in place of the Exodite
King.
2 El’Iysa Ishmal may be taken in place of
the Spiritsinger.
RESTRICTIONS:
All models in this formation must
be deployed as a single unit, and
none of the Independent Characters
may leave the unit.
The Baron of the Formation’s Noble
Knight Kindred must be upgraded
to a First Knight.
SPECIAL RULES Crusader
COMMAND BENEFITS: Heroes Unmatched: If this Formation is chosen as your Primary Detachment, your
Warlord may generate one extra Warlord Trait. This extra trait must be generated
from the Exodite Warlord Traits table, and you may re-roll any duplicates.
Lead by Example: Any friendly models with the Kindred Spirit special rule within
6” of one or more models from this Formation have the Crusader special rule.
Martial Pride: Characters from this Formation may never refuse a Challenge.
38
CARNOSAUR PACK
Although carnosaurs are solitary and territorial creatures and
will generally attack even others of their kind, they do
occasionally pair up to mate. Curiously, once a pair of
carnosaurs has come together in this way, they will usually
remain together until after their offspring have matured
enough to begin hunting on their own.
There are few things that such a pack of carnosaurs cannot
bring down, making them quite a dangerous group which the
Exodites will usually do their best to avoid altogether. When
faced with invasion, however, they are oft tempted to call on
the fury of a family of carnosaurs, knowing they will be more
dangerous to their hapless enemy than to themselves, usually...
FORMATION:
2 Adult Carnosaurs
1-3 Young Carnosaur
RESTRICTIONS:
All models in this formation must
be deployed as a single unit.
SPECIAL RULES: Parental Fury: If one or more Young Carnosaurs from this Formation are slain, all
Adult Carnosaurs from this Formation immediately gain the Hatred and Rage
special rules for the remainder of the battle.
39
BEAST HERD
As they are the widest travelled, herdkeeper kindreds are often
the first to witness the planetfall of enemy invasion upon an
Exodite world. When encroachers are spotted, the herdkeepers
will send their swiftest riders to bring tidings of the impending
conflict before bending their will toward as many nearby
beasts as possible in order to make a first strike.
The invaders are often caught off guard by the sudden
onslaught and unexpected ferocity of the native beasts, buying
precious time for the Exodites to bring additional forces to
bear against their foes. These tactics have seen more than one
invasion stalled before it could even begin, as the arrival of the
dragon knights turns confusion to rout and withdrawal.
FORMATION:
1 Herdmaster
1-3 Herdkeeper Kindreds
0-1 Gate Warden Kindred
1-2 Raptor Packs
1-2 Drake Flights
1-2 Trichedon Herds
1-2 Sailback Packs
1-5 Megadons
0-1 Carnosaur 1
0-1 Colossal Megadon, Immense
Pterasaur or Massive Carnosaur.
1 A Carnosaur Pack Formation may be
taken in place of the Carnosaur.
RESTRICTIONS:
The Herdmaster must be given the
Beastsinger special rule.
All Herdkeeper Kindreds must
include a Herdsinger.
Megadons from this Formation may
not take any options except to
upgrade their size to Medium or
Large.
Colossal Megadons from this
Formation may not take any
options.
SPECIAL RULES Scouts
COMMAND BENEFITS: Bestial Ambush: If this Formation is chosen as your Primary Detachment, you
may successfully Seize the Initiative on a roll of 5+.
Thundering Stampede: You may re-roll To Wound rolls of 1 for all Hammer of
Wrath Attacks made by models in this Formation.
Vanguard: Models from this Formation may not be held in Reserve unless
required to do so by the Mission being played. Any friendly unit with the Kindred
Spirit special rule that is held in Reserve may re-roll any failed Reserve rolls as
long as the Herdmaster from this Formation was on the table at the beginning of the
current turn.
40
APPENDIX
This section of the book details main of the rules for using an army of Exodites in your games of Warhammer 40,000, including their
unique Warlord Traits, wargear and Tactical Objectives. The profiles section at the end provides a list of unit and weapons profiles for
reference during your games.
LEVELS OF ALLIANCE Models with the Exodites Faction have the following levels of alliance with other units from different Factions in the same army:
Battle Brothers: Dark Eldar, Eldar, Harlequins
Allies of Convenience: Tau Empire
Desperate Allies: Armies of the Imperium, Orks
Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Necrons, Tyranids
WARLORD TRAITS When generating Warlord traits for a Warlord with the Exodites Faction, you can either roll on one of the Warlord Traits tables in
Warhammer, 40,000: The Rules or roll on the table below.
D6 WARLORD TRAIT
1 Ride Forth to Battle! The Warlord is adept at
coordinating massed cavalry charges, ensuring the enemy are
crushed beneath their dragons.
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 Warlord’s will cannot be
shaken, his indomitable resolve is proof against terrors great and
small, and his mind is an impenetrable fortress.
The Warlord has the Adamantium Will and Stubborn special
rules.
D6 WARLORD TRAIT
4 Champion of the Wild Hunt. The Warlord has
participated in many wild hunts, and has personally slain all of
the greatest beasts of their world. No monstrosity, living or
mechanical, can stand before his might!
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.
6 Master of Monsters. The Warlord has an affinity for
communing with the greatest of beasts, able to compel them to
greater feats of ferocity.
All friendly Monstrous Creatures, Flying Monstrous Creatures,
Gargantuan Creatures and Flying Gargantuan Creatures have the
Hatred special rule as long as they are within 18” of the Warlord.
You may re-roll this result if your army contains no Monstrous
Creatures, Flying Monstrous Creatures, Gargantuan Creatures or
Flying Gargantuan Creatures.
41
EXODITE SPECIAL RULES Special rules that are unique to particular units or Formations are presented on their datasheets. Other, more common, rules are simply
listed by name – these are described in full in the Special Rules section of Warhammer 40,000: The Rules.
DRAGONHIDE
The various fighting beasts and riding mounts used by the
Exodites possess thick, scaly hides which are very resilient.
A model with this special rule has a 6+ Invulnerable Save.
BEASTSTINGER
Some Exodites have a stronger affinity and empathic link to the
various creatures that the Exodites ride and lead into battle.
They are able to keep these beasts under control in the confusion
of combat, directing them against their foes in defense of their
worlds. In addition, they train in both song and various musical
instruments that are able to enhance their empathic link,
invoking various reactions in their minds of their primal allies.
All Units with the Feral Instincts special rule may re-roll failed
Morale and Pinning tests if they are within 12” of a model with
this special rule.
GUN PLATFORM
The largest Exodite constructs and designed as sturdy firing
platforms, allowing their crew to safely survey the battle and
direct their fire to where it will be the most effective.
A model with this unit may always fire all of its ranged weapons
in the Shooting Phase, and may split their fire between up to two
separate targets if they wish to do so.
FERAL INSTINCTS
When the Exodites ride to war, they are able to summon aid in
the form of the myriad creatures of their worlds. These creatures
will fight ferociously for their Exodite masters as long as they
remain empathically linked to a nearby beastsinger. If this link is
lost, they are likely to flee from the cacophony of battle.
Units with this special rule which are Falling Back may not
attempt to Regroup unless they are within 12” of a friendly
model with the Beastsinger special rule or they have had a charge
declared against them. In addition, units with this rule may not be
joined by Independent Characters unless otherwise noted.
KINDRED SPIRIT
Exodite kindreds are more than just fighting units, they are close
knit groups with blood ties and strong oaths of allegiance and
kinship. Whereas the courage of many military units begins to
falter as heavy losses are incurred, for the Exodites such
calamity only steels their will and drives their determination.
When renowned heroes ride to battle with their kin, they will
follow the shining example of their knightly exemplars.
Any unit entirely composed of models with this special rule
which has been reduced to 50% or less of its starting number
may re-roll all failed Morale and Pinning tests. In addition, any
unit entirely composed of models with this special rule gains the
Stubborn special if there is one or more Independent Characters
with the Kindred Spirit special rule joined to the unit and it has
been reduced to 50% or less of its starting number. Do not count
any Independent Characters which have joined the unit for either
the starting number or current strength of the unit.
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.
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.
A model with this special rule is not slowed by difficult terrain
and does not suffer the penalty to its Initiative for charging
through difficult terrain, provided that difficult terrain is made up
of jungle or forest terrain. Models with this special rule also
automatically pass Dangerous Terrain tests caused by jungle or
forest terrain. In addition, models with this special rule also have
the Stealth (Jungle, Forest) special rule. (Jungle and Forest
terrain is defined as any terrain type made up predominately of
trees, bushes and/or other plants, such as a Verdant Jungle or a
Twisted Copse.)
KING OF THE WORLD
An Exodite King holds sway over an entire world, his word is
law and his is the responsibility for the lives of his people.
No Detachment or Formation may ever include more than one
model with this special rule. If your Primary Detachment
contains a model with this special rule, that model must be your
Warlord.
SPIRIT CHOIR
Spiritsingers often train those companions who are musically
inclined to support their mystical songs, weaving a haunting
harmony into their work which increases its potency.
A model with this special rule may attempt to sing a Harmony
once per turn, as described in the Spiritsinger Repertoire rules. A
model with this special rule is not a Psyker unless they also have
either the Psyker or Psyker Unit special rule.
THUNDEROUS CHARGE
Some of the beasts used by the Exodites in battle are large and
ponderous, but are capable of building up an incredible
momentum, smashing nearly anything in their path.
Models with this special rule are not slowed by difficult terrain
and do not suffer the penalty to their Initiative for charging
through difficult terrain. In addition, models with this special rule
also have the Hammer of Wrath special rule, but make D3
Hammer of Wrath Attacks that hit automatically and are resolved
at +1 Strength.
42
EXODITE WARGEAR This section of Codex: Exodites lists the weapons and equipment used by the warriors and vehicles of the Exodites, along with the
rules for using them in your games of Warhammer 40,000.
RANGED WEAPONS
Breath Weapons Drakes are capable of breathing small gouts of flame. An
individual drake’s flame is not powerful enough to be more than
a minor threat. However, entire wings of drakes have been
known to work together to burn their targets, using coordinated
patterns that result in a much more dangerous attack.
Like their smaller cousins, the great drake is able to breathe
gouts of searing flame. Naturally, the flame produced by such a
large creature is quite a bit more potent, and is capable of being
sprayed over a large area, hurled as a great fireball or focused
on a single target to varying effects.
Breath weapons are Flamer weapons for the purposes of any
special rules that interact with Flamer weapons as described in
Warhammer 40,000: The Rules.
Range Strength AP Type
Fiery Breath Template 4 5 Assault 1
Blazing Breath Dispersed Template 6 4 Assault 1, Torrent
Fireball 18” 7 3 Assault 1, Blast
Focused 18” 8 1 Assault 1, Melta
Cavalry Lances
See pg 8.
Corrosive Spit
Sailbacks produce highly corrosive venom they can or spit over a
great distance. Firemouth venom is even more dangerous.
Range Strength AP Type
Corrosive Spit 36” 3 - Assault 2, Barrage,
Blast, Corrosive, Poisoned (4+)
Firemouth Spit 36” 4 - Assault 2, Barrage,
Blast, Corrosive, Poisoned (3+),
Corrosive: Any model Wounded by an attack with this rule must
pass two separate Armour or Invulnerable Saves to stop each
Wound. Cover Saves may not be taken against Corrosive attacks.
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 Range Strength AP Type
Plasma Missile 48” 4 4 Heavy 1, Blast, Pinning
Flakk Missile 48” 7 4 Heavy 1, Skyfire
Starshot Missile 48” 8 3 Heavy 1, Pinning
Flamer
Flamers are short-ranged weapons that spew out highly volatile
clouds of liquid chemicals that ignite on contact with air. They
are primarily used to scour the enemy from defended positions,
as walls are no defence against blasts of superheated vapour.
Range Strength AP Type
Flamer Template 4 5 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.
Range Strength AP Type
Bright Lance 36” 8 2 Heavy 1, Lance
Knightlance 48” 10 2 Heavy 1, Lance
Pulse Cannon 60” 9 2 Heavy 3 Scatter Laser 36” 6 6 Heavy 4, Laser Lock
Laser Lock: If a model is firing one or more weapons with this
special rule and also one or more other weapons, roll To Hit with
the weapon(s) with the Laser Lock special rue first. If the Laser
Lock weapon(s) causes one or more hits, treat all weapons on the
same model yet to fire this phase as being twin-linked for the rest
of the phase. Note that all of the hits caused by the firer’s
shooting attacks are still resolved simultaneously.
Missile Pod
The missiles fired by a missile pod can be configured to either
explode on contact with the target, or to create widespread
damage with a coordinated airburst.
Missile Type Range Strength AP Type
Airburst 48” 5 4 Heavy 1, Large Blast, Pinning
Impact 48” 8 2 Heavy 3
Ranger Long Rifle
Ranger long rifles are precision implements designed for sniper
fire. So armed, a Ranger can hit an enemy’s eye socket at a
thousand paces.
Range Strength AP Type Ranger Long Rifle 36” X 6 Heavy 1, Sniper
Shuriken Weapons
Shuriken weapons fire monomolecular bladed discs at an
astonishing rate, each near invisible to the naked eye but hard
enough to scythe through the foe with ease. This ammunition is
stored as a solid core of plasti-crystal material. A series of high-
energy impulses originate at the rear of the weapon and fly
through the barrel at terrific speed. Each impulse detaches a
monomolecular slice of the ammunition core and catapults it
from the weapon’s barrel, allowing each of these instruments of
war to fire up to a hundred bladed discs in a few seconds.
Range Strength AP Type
Shuriken Pistol 12” 4 5 Pistol, Bladestorm
Shuriken Catapult 12” 4 5 Assault 2, Bladestorm Shuriken Cannon 24” 6 5 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.
43
Star Bolas
The treladil, or star bolas, mounts three weighted plasma
charges at the end of mesh-weave cords. These charges arm
when the bolas is spun with sufficient vigour. The weapon is
designed to be hurled in a scything arc, tangling about its target
before its plasma charges explode with the fury of a dying sun.
Range Strength AP Type
Star Bolas 12” 6 2 Assault 1, Blast, One Use Only
Starcannon
The Adepts of the Imperium have never really harnessed the full
power of plasma technology; only the Eldar have truly mastered
its potential. To the Eldar, it is further testament to the idiocy of
Man that he has created a weapon that frequently maims or even
kills the wielder. The sophisticated starcannons of the Eldar have
no such flaws. Each weapon’s plasma core produces the
incandescent heat of a star, but sophisticated containment fields
ensure the gun’s exterior remains cool to the touch.
Range Strength AP Type
Starcannon 36” 6 2 Heavy 2
Suncannon 48” 6 2 Heavy 3, Blast
Wraithbow
Exodite wraithbows are crafted from pure wraithbone and
psychically attuned to their bearer. Hurling shafts of psychically-
charged 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 lightly-
armoured infantry. Drake arrows instead focus the psychic
energies of the user into an intense fiery tip that is capable of
burning through nearly anything.
Range Strength AP Type
Wraithbow 24” 3 6 Rapid Fire, Rending - Drake Arrows 18” 8 1 Assault 1, Melta
- Swarm Arrows 18” 3 - Assault 2D6, Pinning
A model armed with drake arrows and/or swarm arrows may
either fire their wraithbow normally, or use the profile given
above for their special ammunition.
MELEE WEAPONS
Cavalry Lances
Exodite Dragon Knights carry long, dangerous lances which
build up pulses of energy that can be released with explosive
force on nearing their target. These are used on low-powered
settings to deliver shocks strong enough to goad even the largest
and most stubborn megadons. When powered up, they are
capable of inflicting horrific injuries. Most Dragon Knights
carry the simple Shock Lance, while the more experienced
leaders and nobles will often carry more powerful Laser Lances.
Storm Lances are used to deal with enemy vehicles. The Drake
Lance is a rare weapon said to contain the fiery breath of a great
drake, which may be unleashed upon the enemies of the Exodites.
Range Strength AP Type
Drake Lance 6” 8 1 Assault 1, Lance
Drake Lance - 8 1 Melee, Impact, Lance
Laser Lance 6” 6 3 Assault 1, Lance Laser Lance - +3 3 Melee, Impact, Lance
Shock Lance 6” 4 5 Assault 1 Shock Lance - +1 5 Melee, Impact, Concussive
Storm Lance 6” 3 6 Assault 1, Haywire
Storm Lance - User 6 Melee, Impact, Haywire
Impact: In any Fight sub-phase in which the wielder is engaged
but has not charged, this weapon uses the profile of a close
combat weapon instead of the melee profile above.
Hunting Blade
Used primarily for cleaning and dressing their kills in the field,
the hunting blades used by the Exodites are able to flay the flesh
from most creatures with ease when pressed to service in battle.
Range Strength AP Type
Hunting Blade - User - Melee, Shred
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.
Range Strength AP Type
Natural Weapons - User - Melee, Shred
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.
Range Strength AP Type
Poisoned Blade - User - Melee, Poisoned (3+),
Specialist Weapon
Singing Spear
When hurled by a psychic user, a singing spear can sunder both
armour and flesh, and will always return to its wielder.
Range Strength AP Type
Singing Spear 12” 9 - Assault 1, Fleshbane
Singing Spear - User - 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.
Range Strength AP Type
Witch Lance 6” 6 - Assault 1, Fleshbane
Witch Lance - +1/User* - Melee, Armourbane,
Fleshbane, Soul Blaze
* The witch lance has two profiles for its Strength value. The
first is used only on a turn in which a model charges, the second
is used at all other times.
44
ARTIFICES OF WAR
Dragonheart Helm Reserved for only the most skilled members of the Exodite
nobility, a dragonheart helm is both a badge of honor and a
protective ward. The psychic matrix in the helm allows the
wearer to redirect fatal blows to merely glance off their armour.
A model wearing a dragonheart helm may always take their
armour save against weapons of AP 3 or worse. Weapons of AP
2 or better negate their armour save as normal. Note that this
does not improve their armour save, it merely allows them to roll
an armour save when it might normally have been negated.
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+.
Gyrinx The gyrinx is a feline creature kept as a companion and familiar
by some Exodite psykers due to their ability to improve the
psychic abilities of those they share an empathic bond with.
A model with a gyrinx may re-roll any rolls of 1 when making a
Psychic Test. A gyrinx is too small to be individually targeted,
and may not be attacked in any way. It is removed along with its
owner.
Hunting Drake Some fortunate Exodites are able to spirit an unhatched drake
egg away from its carefully guarded nest, raising the hatchling
as a pet and hunting companion. The primal intelligence and
friendly nature of these creatures, coupled with the empathy of
the Exodites, allows them to form a strong bond with their owner
and to coordinate well on the hunt or in battle.
A model 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 Many Knights are fitted with powerful jump jets that allow them
to make graceful leaps across the battlefield.
A Knight equipped with jump jets changes its unit type to Jump
Monstrous Creature.
Pterasaur Mount Some herdkeeper kindreds make use of specially trained
pterasaurs as mounts, allowing them to soar over a battlefield
and rain death upon their enemies from on high.
A model mounted on a pterasaur becomes Unit Type: Jump
Heavy Cavalry and gains the Jink special rule.
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.
Trichedon Mount Some Exodites eschew the swifter dragon mounts preferred by
most of their kind in favor of the tremendous strength and
stamina offered by trichedons. Though slower and more taciturn
than dragons, they are still formidable mounts capable of
crushing lesser creatures under their massive forms.
A model mounted on a Trichedon gains the Thunderous Charge
special rule but resolves their Hammer of Wrath Attacks at a
fixed Strength of 5. A unit which contains any models mounted
on Trichedons may not Run. All other rules for Heavy Cavalry
apply to them normally.
Shield of Champions Those Dragon Knights who have proven themselves as
champions of the King’s Tournament, held only at the
culmination of every thirteenth harvest, are allowed to carry a
shield of champions. These ornate devices are intricately laced
with psycho-reactive crystals that reduce the potential energy of
incoming attacks, allowing the champion to shrug off blows that
would fell even the mightiest of dragons.
A model carrying a shield of champions has the Feel No Pain
(5+) special rule.
Tear of Isha These ancient artifacts once allowed the Eldar to speak directly
with the goddess Isha after the great barrier was set between
gods and mortals. A measure of her power remains within,
aiding the Spiritsinger in drawing on the powers of the Eldar
deities and protecting their companions from harm.
A Tear of Isha is treated as a Psychic Hood. In addition, a model
with a Tear of Isha may attempt to generate additional Warp
Charge points during the controlling player’s Psychic Phase. Roll
a D6, and consult the chart below:
D6 Effect
1-2 No additional Warp Charge points are generated
3-5 1 additional Warp Charge point is generated
6 D3 additional Warp Charge points are generated, but the
Tear of Isha is temporarily drained of its power and may
not be used as a Psychic Hood or to generate additional
Warp Charge points for the remainder of the battle.
45
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.
Holo-fields Harnessing kinetic energy to distort the vehicle’s silhouette,
holo-fields prevent the foe from targeting vulnerable areas.
A vehicle with holo-fields has a 5+ invulnerable save unless it is
immobilised.
Power Field Power fields reroute a portion of the vehicle’s energy supply to
project a glimmering shield of protection around the vehicle.
A model with a power field has a 5+ invulnerable 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.
ARMOUR
Knight Armour The armour worn by Dragon Knights is made of thick armoured
plates which are light but tough, with an underweave of psycho-
reactive 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.
Mesh Armour Mesh armour is comprised of thousands of tiny pieces of
thermoplas that harden on impact to form effective, lightweight
armour.
Mesh Armour confers a 5+ Armour Save.
Rune Armour Eldar psykers fashion themselves elegant armour decorated with
runes that offer protection against attacks both spiritual and
physical in nature.
Rune Armour grants the wearer a 4+ Invulnerable Save.
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.
Warden Armour The armour worn by Gate Wardens and Herdkeepers is similar
to that of the Dragon Knights, but lighter and even more flexible.
Warden Armour confers a 4+ Armour Save.
46
RELICS OF THE EXODUS
These artefacts are items of incredibly rarity, ancient treasures that were carried away with the Exodites when they fled the coming
calamity of The Fall. Only one of each of the following relics may be chosen per army.
Celestial Bow The Celestial Bow is an ancient wraithbow forged in the time
before the fall. A masterwork of the artificer’s craft, it is both
beautiful to behold, and extremely potent, shining brightly with
the light of the Eldar of old.
Range Strength AP Type
Celestial Bow 24” 4 4 Rapid Fire, Blind,
Master-Crafted, Rending
A model armed with drake arrows and/or swarm arrows may
either fire the Celestial Bow normally, or use the profiles for
their special ammunition, with the addition of the Master-Crafted
special rule.
Mistwalker Shroud The fabric of this cloak seems to swallow any nearby light,
surrounding the wearer and those around them in a dark mist.
Stranger still, the wearer and their followers seem to be able to
step through the shadows to appear where they are needed most.
It is unclear whether this is due to some trick of the Webway, or
something else entirely…
A model wearing the Mistwalker Shroud gains the Shrouded
special rule. In addition, once per game, at the start of any
friendly Movement phase, the bearer can use the Mistwalker
Shroud to remove themself and their unit from the table, even if
they are locked in combat. They then immediately arrive
anywhere on the board using the rules for Deep Strike.
Scale of the Cosmic Serpent The unbreakable Scale of the Cosmic Serpent is a relic of ancient
Eldar technology. It takes the form of an ornate shield with a
protective aura capable of reducing the power of an attack,
turning a deadly blow to naught but a scratch.
A model carrying the Scale of the Cosmic Serpent gains the Feel
No Pain (4+) special rule.
Soulplate Armour A powerful relic of the ancient Eldar empire, Soulplate Armour
is a potent protection against attack, combining the power of
Eldar technology with the strength of the Eldar mind to form a
nearly-impenetrable barrier.
Soulplate Armour confers a 2+ Armour Save and grants the
wearer a 4+ Invulnerable Save and the Eternal Warrior special
rule.
Vaulsmith Blade An ancient artifact purported to have been crafted by one of the
first Eldar smiths, trained by Vaul himself. It is said that the
blade is so sharp it can cleave the soul from the body.
Range Strength AP Type
Vaulsmith Blade - +1 3 Melee, Soul Cleave
Soulcleave: Each To Wound roll of 6 made by a weapon with
this special rule is resolved at AP2 and has the Instant Death
special rule. In addition, when a model suffers one or more
unsaved Wounds from this weapon, it must pass a Leadership
test or be removed from play.
Vaul’s Sigil One of the most potent artifacts brought by the Exodites as they
fled the Eldar empire, Vaul’s Sigil is able to project a nigh
impenetrable aura around its wearer. However, it is only
capable of storing enough energy for a single use before needing
to be recharged upon an Altar of Vaul - a ritualistic process that
takes days.
Once per battle, the wearer of Vaul’s Sigil may negate a single
Wound, regardless of the source. This may be done after taking
Armour Saves and Feel No Pain rolls, and may be used against
attacks that cause Instant Death, those that ignore Armour Saves
or other Saves, etc. The Wound is completely negated, as if it
never happened, so it does not count as an unsaved Wound for
any purpose (i.e. combat resolution, Force Weapons, Pinning
weapons, etc.).
47
BEASTSINGER ENSEMBLE
Ballad of the Beast This powerful composition weaves its way into the minds of the
primal beasts that accompany the Exodites to war, instilling them
with a greater sense of purpose and duty.
Friendly units with the Feral Instincts special gain the Stubborn
special rule as long as they are within 12” of one or more models
with the Ballad of the Beast.
Crystal Fife The shrill tones of this tiny flute sow confusion amongst the
enemy, while the rapid and tremulous notes it produces lend
speed to the Exodites as they slip away from their clumsy foes.
All friendly units entirely composed of models with the Kindred
Spirit special rule gain the Hit & Run special rule as long as they
are within 12” of a model with a Crystal Fife
Dirge of Foreboding The beastsinger’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 model with the Dirge
of Foreboding suffer a -1 Leadership penalty.
Dragon Harp In the hands of a skilled beastsinger, a dragon harp is capable of
creating the most pure tones imaginable. The Exodites find the
sound of this music very heartening.
All friendly units entirely composed of models with the Kindred
Spirit special rule within 12” of a model with a Dragon Harp may
Regroup using a normal Leadership Test even if less than 25% of
the unit’s models are still alive.
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 units composed entirely of models with the Kindred
Spirit special rule within 12” of a model with a Hunting Horn at
the start of the Assault Phase gain the Rage special rule for the
duration of that Assault Phase.
Prelude of Hope The lyrics of this song remind the Exodites of their heritage and
destiny as rightful rulers of their worlds, and the galaxy as a
whole.
All friendly units composed entirely of models with the Kindred
Spirit special rule within 12” of a model with the Prelude of
Hope roll 3D6 and pick any two when taking Morale, Regroup,
Pinning and Fear tests.
War Drum A skilled beastsinger is able to beat out a complicated rhythm on
the war drum that is capable of confusing lesser beings, while at
the same time lending greater coordination to the Exodites.
All friendly units composed entirely of models with the Kindred
Spirit special rule within 12” of a model with a War Drum at the
start of the Assault Phase are treated as if they were equipped
with Assault Grenades when charging into close combat.
WORLDSINGER REPERTOIRE
Exodite Worldsingers are able to commune with the natural world around them, their affinity flowing towards the vegetation of their
worlds rather than the creatures most of their kind are attuned to. Through their arcane songs, the Worldsingers are capable of
manipulating plants to grow and even to move and attack at their command.
Fury of the World Serpent Warp Charge 1
The Worldsinger draws on the most bloodthirsty and war-like
aspects of the World Spirit, unleashing its fury in a series of
tremors that shake the ground with an otherworldly intensity,
causing the ground to split and churning up rocks and debris,
knocking the enemy from their feet and burying them under the
shaking rubble.
Fury of the World Serpent is a beam power with the following
profile:
Range Strength AP Type
Fury of the World Serpent
18” 3 6 Assault 1, Strikedown
Living Jungle Warp Charge 2
Singing softly on the breeze, the Worldsinger incites the trees,
branches and vines to grow and writhe. The jungle twists across
the land, ensnaring her foes and choking the life from them.
If this power is manifested, you may immediately create a new
area of Verdant Jungle with a Density of 1, which must be placed
entirely within 18" of the Psyker and may not overlap any other
terrain feature. Alternatively, you may increase the Density of up
to D3 areas of Verdant Jungle within 18" of the Psyker by 1, to a
maximum of 3.
In addition, any enemy model in either a newly created Verdant
Jungle or a Verdant Jungle which has just had its Density
increased by this power must immediately make a Dangerous
Terrain test. Any affected unit counts as being targeted by this
power and so may attempt to Deny the Witch.
48
SPIRITSINGER REPERTOIRE
The mysterious Spiritsingers are able to use music and song to shape and guide their attunement to the world spirit, as well as their
own psychic resonance, in order to manifest incredible psychic abilities. They are also able to skillfully weave harmonies sung by their
companions into their main themes in order to subtly alter the workings of these powers, allowing them to bring about nearly limitless
possibilities in support of their allies and to the detriment of their foes.
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 only suffer Perils of the Warp if they roll three or
more 6’s when taking a Psychic test.
MELODIES
Melodies are the primary musical abilities of the Spiritsingers,
and are used in the same way as normal Psychic Powers.
However, it is possible to enhance these Melodies with the
Harmonies described below.
HARMONIES
Harmonies are lesser musical abilities that the Spiritsinger
teaches to their companions in order to enhance their already
potent Melodies.
A model with the Spirit Choir special rule may attempt to sing a
Harmony once per turn. This is done when a Spiritsinger in the
same unit attempts to manifest a Melody, immediately before
declaring a target for the Melody. The model must choose a
Harmony to attempt and then take a Leadership test on their own
Leadership value. If the test is passed, the potential effects of the
Melody are modified as described in the entry for the Harmony
that was added. If the test was failed, the Melody is unaffected.
Any number of models with the Spirit Choir rule may attempt to
add a Harmony to any Melody casting, but each type of Harmony
may only be attempted once for any given Melody casting,
whether it is successfully added to the Melody or not.
The Warp Charge cost of a Melody is increased by +1 for every
two Harmonies added to it, rounding down. (Note that this means
a Melody with only one Harmony added to it will incur no
additional Warp Charge cost.)
Once all desired Harmonies have been attempted, continue
manifesting the Melody as normal, but with its final effects
modified by any Harmonies successfully added to it.
Note that Harmonies are not considered Psychic Powers in any
way, but rather a means for nearby models to alter and enhance
the Melody Psychic Powers cast by the Spiritsingers.
“Though the birth pangs of She Who Thirsts tore through the heart of the old empire, we blessed chosen few, to whom the maiden
granted the gift of foresight through our dreams, were already safely out of reach of her terrible appetite. Praise be to Lileath.”
Excerpt from an old Exodite hymn to Lileath, their goddess of dreams and fortune. Much is lost in the translation.
49
MELODIES
Primaris Power
Call of the Hunter Warp Charge 1
The clarion call of the hunter invokes the spirit of Kurnous,
driving the Exodites forward in pursuit of their foes.
Call of the Hunter is a blessing which targets a friendly unit
within 6” (and may be the Spiritsinger’s own unit). Whilst the
power is in effect, the target unit may Run and Charge in the
same turn.
1. Cadence of Khaine Warp Charge 1
The staccato rhythm of this war chant batters the foe with the
fury of the bloody-handed god’s rage, building in tempo with
each life that is claimed.
Cadence of Khaine is a witchfire power with the following
profile:
Range Strength AP Type
Cadence of Khaine 12” 5 3 Assault 6, Rising Tempo
Rising Tempo: For each unsaved wound caused by Cadence of
Khaine, the target unit suffers a further hit at Strength 5 AP 3.
Wounds caused by these hits do not generate additional hits.
2. Hymn to Asuryan Warp Charge 1
The Spiritsinger’s song is loud and pure, calling upon the power
of Asuryan, the Phoenix King, to smite the enemy with his wrath.
Hymn to Asuryan is a nova power with the following profile:
Range Strength AP Type
Hymn to Asuryan 6” 4 4 Assault D6, Pinning
Vehicles and vehicle squadrons are not affected as above.
Instead, every vehicle in range of the Hymn suffers a single hit
with the Haywire special rule, with no further effects.
3. Maiden’s Lullaby Warp Charge 2
Drawing on the power of Lileath, the maiden goddess and
dreamer of dreams, the Spiritsinger uses their music to lull the
enemy into a sleepy, dream-like state.
Maiden’s Lullaby is a malediction that targets a single non-
vehicle enemy unit within 12”. If the power is manifested, until
the end of its next turn the target moves as if it is in difficult
terrain, suffers a -1 penalty to both BS and WS and is reduced to
Initiative 1.
4. Nocturne of Shadow Warp Charge 1
The Spiritsinger intones a complicated, dreamy and pensive tune
that draws on the power of the world spirit to create an area of
supernatural darkness about them, blotting out the sun to sow
confusion among the enemy and provide concealment to the
Dragon Knights as they advance.
Nocturne of Shadow is blessing that targets the psyker. Whilst
the power is in effect, all units shooting at the Spiritsinger or any
friendly unit within 6” of the Spiritsinger do so as if the Night
Fighting rules are in effect. (i.e. the unit may gain the Stealth or
Shrouded special rules, and units more than 36” away may not be
targeted.)
5. Prelude of Fate Warp Charge 1
This song is intended to invoke the power of Morai-Heg in order
to influence the fate of the Spiritsinger’s allies.
Prelude of Fate is a blessing that targets a single friendly unit
within 12” of the Spiritsinger. If the power is manifested, the
affected unit gains 2D6 Fate Counters. Each Fate Counter that is
removed allows the unit to re-roll a single die from any To Hit or
To Wound roll, Armour Save or Leadership test made by the
unit. Any unused Fate Counters are lost at the start of the next
Exodite turn.
6. Song of the Forge Warp Charge 1
The sharp beat of the forge hammers punctuated this steady tune,
a tribute to Vaul and his craft which is able to knit and regrow
the wraithbone structures of Exodite vehicles, bringing damaged
vehicles back to fighting form.
Song of the Forge is a blessing which targets a single friendly
vehicle unit within 12” of the Spiritsinger. If the power is
manifested the target may either restore a Hull Point lost earlier
in the battle, or repair a Weapon Destroyed or Immobilised result
suffered earlier in the battle. This is effective immediately.
50
HARMONIES
Chorus
The combined song is expanded and projected, allowing its
sound to carry further amid the din of battle.
This Harmony doubles the range of the Melody it is being added
to. A Crescendo Harmony added to the same Melody casting also
doubles in range.
Crescendo
The shared song reaches a powerful climactic moment which
inspires confidence in those around them, calling them to stand
firm in the face of the enemy.
If Crescendo is added to a Melody, any friendly units within 6”
of the Spiritsinger which are Falling Back may immediately
attempt to Regroup. In addition any friendly units within 6” of
the Spiritsinger which have Gone to Ground may take a
Leadership Test. If the Test is passed, the unit immediately
recovers.
A unit that Regroups or recovers in this way may act normally
afterward as if they had not previously been Falling Back or
Gone to Ground.
Dissonance
The singers are able to combine the tones of their music together
in a way that is unnerving and painful to other psykers.
If a Melody is cast with the Dissonance Harmony, any successful
Deny the Witch rolls must be re-rolled if the unit making the roll
contains one or more models with the Psyker, Psychic Pilot or
Brotherhood of Psykers/Sorcerers special rules, or if a model
wearing a Psychic Hood is making a Deny the Witch roll in place
of another unit.
Refrain
The performers flow together into a repetitive chanting, allowing
them to increase the potency of their spiritsinging.
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 Call of the Hunter, the target unit may add an
additional 1” to their roll for distance when they Run and/or
Charge.
When added to Cadence of Khaine, the witchfire increases
its shots to Assault 9.
When added to Hymn of Asuryan, the nova improves its
profile to S5 AP3.
When added to the Maiden’s Lullaby, whilst the power is in
effect, the target unit may not Fire Overwatch, Jink, Run or
Turbo Boost. In addition, Characters in the unit suffer a -1
penalty to their Look Out Sir rolls.
When added to the Nocturne of Shadow, units in range of
the power may re-roll any 1’s when making Cover Saves.
When added to the Prelude of Fate, you may add an
additional D6 Fate Counters.
When added to the Song of the Forge, you may choose up to
two of the options listed. You may choose the same option
twice if applicable. (For example: if a vehicle squadron
contains two immobilised models, or a vehicle has suffered
two weapon destroyed results, etc.)
51
TACTICAL OBJECTIVES
Codex: Exodites describes six Tactical Objectives to use in your games that are exclusive to Exodites players and reflect the bold and
savage nature of their kindreds and beasts in battle.
If your Warlord has the Exodites Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-
16) described in Warhammer 40,000: The Rules.
If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives
with the following exception: when an Exodites player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the
Exodites player instead generates the corresponding Exodites Tactical Objective, as shown in the table below. Other Tactical
Objectives (numbers 21-66) are generated normally.
D66 Result
11 Lead by Example
12 Honourable Combat
13 Drive Them Off!
14 Coordinated Charge
15 Symphony of the Exodus
16 Meat for the Beasts
11 - Lead by Example
TYPE: EXODITES
The Exodites respect strong leaders who fight at the forefront of
battle, and those leaders take great pride and honour in slaying
the most dangerous creatures and foes, their legend growing
with each conflict.
When this Tactical Objective is generated, nominate one of your
characters with the Kindred Spirit special rule and inform your
opponent of your choice. Score 1 Victory Point at the end of the
game if this character is still alive. Score D3 Victory Points at the
end of the game if this character is still alive and has slain at least
one enemy character in a challenge during the game. Characters
that are not on the table or are Falling Back at the end of the
game count as destroyed for purposes of this Tactical Objective.
12 – Honourable Combat
TYPE: EXODITES
Nothing brings greater glory for an Exodite warrior than to slay
mighty enemy heroes in single combat, and they will seek out as
many such challengers as they can find to test their skills against.
Score 1 Victory Point at the end of your turn if at least one
enemy character was slain by one of your characters with the
Kindred Spirit special rule in a challenge this turn. Score D3
Victory Points at the end of your turn if the enemy Warlord or
least three enemy characters were slain by your characters with
the Exodites Faction in challenges this turn.
13 – Drive Them Off!
TYPE: EXODITES
The Exodites often go to war in defense of their homes, and will
fight bitterly to repel any invaders from their lands and send
them reeling back from whence they came.
Score 1 Victory Point at the end of your turn if at least one
enemy unit that was either controlling or contesting an Objective
Marker was completely destroyed during your turn.
14 – Coordinated Charge
TYPE: EXODITES
The Exodites pride themselves on their well-ordered charges,
catching the enemy between the lances of several units of dragon
knights all charging at once, supported by the claws and jaws of
their primal allies.
Score 1 Victory Point at the end of your turn if at least one
enemy unit was completely destroyed after two or more of your
units with the Exodites Faction successfully charged the unit
during your Assault Phase.
15 – Symphony of the Exodus
TYPE: EXODITES
The Spiritsingers and Worldsingers of the Exodites weave their
verses together, creating a symphony that is at once beautiful
and terrible, filling the Exodites with terrible purpose and
instilling dread and confusion amongst their foes.
Score 1 Victory Point at the end of your turn if your psykers with
the Exodites Faction successfully manifested two or more
psychic powers. Score D3 Victory Points at the end of your turn
if your Spiritsingers successfully manifested two or more
Melodies enhanced with two or more Harmonies each.
16 – Meat for the Beasts
TYPE: EXODITES
As the primitive creatures of partake in battle, they become
blood-crazed and driven to slaughter and consume to foe. The
flesh of the enemy is their well-deserved reward for answering
the call of the beastsingers.
Score 1 Victory Point at the end of your turn if at least one
enemy unit was completely destroyed during your Assault Phase
while locked in combat only with units that have the Feral
Instincts special rule.
52
PROFILES
HQ WS BS S T W I A Ld Sv Unit Type
Exodite King 6 6 3 4 3 6 3 10 3+ Heavy Cavalry (Character)
Kindred Prince 5 5 3 4 3 6 3 9 3+ Heavy Cavalry (Character)
Herdmaster 4 4 3 4 2 5 2 9 4+ Heavy Cavalry (Character)
Spiritsinger 4 4 3 4 2 5 2 9 - Heavy Cavalry (Character)
Worldsinger 4 4 3 4 2 5 2 9 - Heavy Cavalry (Character)
Dyann Al’Athar 7 6 3 4 3 6 4 10 3+ Heavy Cavalry (Character)
El’Iysa Ishmal 4 4 3 4 2 5 2 10 3+ Heavy Cavalry (Character)
TROOPS WS BS S T W I A Ld Sv Unit Type
Dragon Knight 4 4 3 4 1 5 1 8 3+ Heavy Cavalry
Chieftain 4 4 3 4 1 5 2 8 3+ Heavy Cavalry (Character)
Knightsinger 4 4 3 4 1 5 1 8 3+ Heavy Cavalry (Character)
Mei’nly Kurim-We 4 4 3 4 1 5 1 8 3+ Heavy Cavalry (Character)
Raptor 4 0 3 3 1 6 2 6 5+ Beast
Pack Leader 5 0 4 3 1 6 3 7 5+ Beast (Character)
Ranger 4 4 3 3 1 5 1 8 5+ Infantry
ELITES WS BS S T W I A Ld Sv Unit Type
Noble Knight 4 4 3 4 1 5 2 8 3+ Heavy Cavalry
Baron 4 4 3 4 2 5 2 9 3+ Heavy Cavalry (Character)
First Knight 4 4 3 4 2 5 2 9 3+ Heavy Cavalry (Character)
Noblesinger 4 4 3 4 1 5 2 8 3+ Heavy Cavalry (Character)
Sundered Knight 4 4 3 3 1 5 1 8 3+ Infantry
Trichedon 3 0 4 5 2 3 1 6 4+ Beast
FAST ATTACK WS BS S T W I A Ld Sv Unit Type
Herdkeeper 4 4 3 4 1 5 1 8 4+ Heavy Cavalry
Herdwarden 4 4 3 4 1 5 2 8 4+ Heavy Cavalry (Character)
Herdsinger 4 4 3 4 1 5 1 8 4+ Heavy Cavalry (Character)
Drake Wing 3 3 2 3 3 5 3 8 6+ Jetpack Beast
Queen’s Wing 3 3 2 3 4 5 4 9 6+ Jetpack Beast (Character)
Great Drake 6 3 7 6 4 5 3 9 3+ Flying Monstrous Creature
HEAVY SUPPORT WS BS S T W I A Ld Sv Unit Type
Fire Gale 4 4 9 7 5 5 3 10 3+ Monstrous Creature
Bright Stallion 4 4 9 7 5 5 3 10 3+ Monstrous Creature
Towering Destroyer 4 4 10 8 6 5 4 10 3+ Monstrous Creature
Megadon (Small) 3 3 6 6 4 2 2 6 3+ Monstrous Creature
Megadon (Medium) 3 3 7 7 5 2 2 6 3+ Monstrous Creature
Megadon (Large) 3 3 8 8 6 1 2 6 3+ Monstrous Creature
Young Carnosaur 5 0 6 6 4 4 4 8 3+ Monstrous Creature
Adult Carnosaur 7 0 7 7 5 5 5 9 3+ Monstrous Creature
Sailback 3 3 4 4 2 3 1 6 4+ Beast
Firemouth 4 3 4 4 2 3 2 6 4+ Beast
LORDS OF WAR
WS BS S T W I A Ld Sv Unit Type
Lir'Kurom Fürte 8 6 8 8 6 5 6 10 3+ Monstrous Creature (Character)
Colossal Megadon 3 3 9 9 8 1 2 6 3+ Gargantuan Creature
Massive Carnosaur 8 0 8 8 7 5 6 9 3+ Gargantuan Creature
VEHICLES
┌─ Armour ─┐
WS BS S Front Side Rear I A HP Unit Type
War Walker 4 4 5 10 10 10 5 2 2 Walker, Open-Topped
53
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.
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, Herdkeepers and various
members of the Exodite nobility to the various
beast herds that accompany the Exodites into
battle against their foes.
Exodite Army List. An army list that allows you
to field your Exodite Warhost in games of
Warhammer 40,000.