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Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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!

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Page 1: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

1

Page 2: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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

Page 3: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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THE ELDAR EXODITES

Living at the edges of the known galaxy, on worlds seeded

with life in ancient days, the Exodites are the most rustic and

reclusive members of the once-proud and dominant Eldar race.

Their worlds are volcanically active, covered in lush, vibrant

jungles teeming with gigantic reptilian creatures. The Exodites

are the hardiest members of their race, their lives filled with

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.

Page 4: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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EXODITE SOCIETY The Exodites are a tribal people. Each tribe, or kindred as they

are known, owes allegiance to a local noble kindred who in

turn owes fealty to the planet's Dragon King and his royal

kindred. As there are relatively few Eldar there are few

territorial disputes. The kindreds live within substantial areas

which easily meet their grazing and cultivation requirements.

Open wars between kindreds are rare but skirmishes between

rival young Dragon Knights are common. Although not openly

warlike, the Exodites are a robust, self-confident people and

they possess the legendary pride of the Eldar race. Knights

frequently try to steal away a rival's beasts or may attempt to

move their herds over the grazing areas of other kindreds. Such

matters are seen as part of a Knight's training, and the dangers

of death or serious injury are an accepted part of a young

warrior's life. These raids and occasional deaths do not

embitter the kindreds, and it is notable that no matter how hard

fought their disputes might be no Eldar would despoil or steal

the crops of a rival kindred even though these lie unprotected

for months at a time.

War and battle is not uncommon on the worlds of the Exodites.

Ork raids are a constant threat and human settlers are no

respecters of Eldar territory. Amongst the most persistent foes

are the human settlers of the Knight Worlds which lie closely

intermingled with the planets of the Exodites. The human

Knight Lords are aggressive, warlike people whose determined

independence makes it impossible for even the Imperium to

control them. Like the Exodites they are descendants of ancient

settlers, raised amidst constant danger and proud of their

autonomy. Their fierce war machines are a common sight on

the Exodite worlds. Battles between these giant war machines

and valiant Exodite warriors are always hard-fought and

destructive, but the Eldar are capable of aggression too. They

use the Webway to reach the Knight Worlds where their raids

are often so devastating that entire planets are subsequently

abandoned.

BELIEFS OF THE EXODITES While the Eldar of the craftworlds have all but abandoned the

worship of the old Eldar pantheon, the Exodites hold to a

traditional veneration and worship of these gods and

goddesses. Though it is generally agreed that only the Avatars

of Khaine and the enigmatic Laughing God survived the great

cataclysm, the Exodites teach that some of their gods allowed a

small measure of their power to follow them as they fled the

Fall.

Whether this is true or not is uncertain, but it is evident that

there is some power in the highly musical ceremonies and

rituals performed by the Exodites. Some Imperial scholars who

are knowledgeable about such things suggest that perhaps the

strong belief of the Exodites, coupled with the psychic nature

of their race and the psycho-reactive nature of the world spirits

that encompass their worlds, produce a powerful psychic

resonance that they tap into on an unconscious level through

their prayers and music.

Music is, in fact, at the very center of the Exodites’ belief

system. It is through music that they invoke the ancient power

of their fallen gods. They perform musical ceremonies and

rituals to help them produce more bountiful harvests, guide

them to the richest hunting grounds, and even aid them in

battle. Most kindreds will have at least one Dragonsinger,

highly empathic Exodites who use their music to soothe and

train the many creatures the Exodites rely on for their daily

survival, and lend courage and strength to their fellows when

they ride to war.

Some Exodites are more closely attuned to the psychic

resonance of the world spirits, and are able to commune with

the souls contained within through even stranger songs and

rituals. These unusual individuals are known as Spiritsingers,

and are revered among the kindreds for their ability to draw on

the power of the world spirit and the knowledge of the

ancestors who rest therein.

THE WORLD SPIRIT When an Exodite dies his spirit stone is retrieved and his body is taken beneath the earth into one of the great tribal barrows. They are laid to rest

there and their spirit stones are broken upon the altars of the world spirit. Very similar to the infinity circuits of the craftworlds, the world spirit is

a complex psychic energy grid that extends under the entire surface of every Exodite world, stretching between the tribal barrows, stone circles

and standing stones. These important places are where the spirit world and the material world can interact, where the spirits of the dead can flow

together, and where the living can talk to the dead if they have the power.

The stone circles and standing stones are made from psychically interactive crystal. These towering stones are gigantic spirit stones that anchor

psychic power into the earth. The links between them form part of the Eldar webway, but the paths from the webway into the world spirits are

well hidden and protected. The most potent link in the entire world spirit network is the royal circle of the planet's Dragon King. This impressive

structure consists of a system of concentric circles connected by avenues of megalithic spirit stones. The royal circle is supported by outlying

menhirs that carry power throughout the entire planet and focus the energy of the world upon that one spot.

Page 5: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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EXODITE MYTHOLOGY The Exodites pass down their history in a rich, ritualistic form

of oral tradition. To the outsider, these tales are wondrous,

fantastical and nearly unbelievable. The trained ear, however,

can glean much from these records of ancient times. Many of

these stories relate to the gods of the Eldar pantheon, especially

those who took an active role in cultivating the ancient Eldar

civilisation.

THE 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.

Page 6: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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:

1

2

3

4

5

6 7 8

9

10

11

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.

Page 7: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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.

12

13

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

Page 8: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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

Page 9: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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.

Page 10: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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.

Page 11: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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.

Page 12: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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

Page 13: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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.

Page 14: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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.

Page 15: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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.

Page 16: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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.

Page 17: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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

Page 18: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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.

Page 19: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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.

Page 20: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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.

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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).

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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.

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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.

Page 24: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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

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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.)

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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.

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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

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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.

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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.

Page 30: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.).

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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.

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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.

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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.

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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.)

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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.

Page 52: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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

Page 53: Codex: Eldar Exodites for Warhammer 40,000 7th Edition

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.