Codex Exodites
Codex Exodites
Codex Exodites
Fleet of Foot: Like their cousins, the Exodites are preternaturally agile. They can
therefore run D6” in the shooting phase rather than fire. This move ignores
difficult terrain. Because Exodites rarely move under their own power, the list of
troops able to use fleet of foot is more restricted than for other Eldar. Any models
with a saving throw of 4+ or worse can use fleet of foot, except for the following:
- Megadons;
- Cavalry and vehicles;
- Models in Exo-Suits.
Cavalry: All Exodite riding creatures are referred to as cavalry, including those
such as raptors and pterosaurs which do not follow the normal rules for cavalry.
Exodite cavalry never needs to take difficult terrain tests when travelling through
woodland, though other difficult terrain (such as swamps or boulder fields) effects
them as usual for that troop type (normally infantry or cavalry, although
pterosaurs ignore the effects of terrain altogether).
Scouts: If your army contains any Exodite Scout units (Lethosaur Knights and
Raptor Knights – except Raptor Knights taken as the Baron retinue), roll a D6
before the game and consult the following table. Roll as many dice as you got
Exodite Scout units in your army. Choose the one result you see most fitting.
1- The scouts have located a favourable battleground in an area in the enemy
line of advance. Once terrain has been placed, you may place one (or rearrange
one) additional wood or area of jungle. On a jungle table, ignore this effect. In
addition, the Exodite player may choose to use the Night Fight rules for the first
turn of the game.
2- The scouts have reported on the enemy's plans and your forces are prepared.
You may take the first turn of this battle.
3- The scouts are in position to report on the enemy's position. The enemy must
deploy all of his troops before you place any. Enemy infiltrators are exempt from
this rule in missions which allow their rules to be used.
4- A random enemy unit starts the game in reserve even if the reserves rule is
not normally used in the mission.
5- The scouts isolate and harass one enemy unit. The unit is selected randomly,
and must start the game in reserve even if the reserves rule is not normally used
in the mission. In addition, the attrition that it suffers as it makes its way to the
battlefield means that the unit takes D6 wounds at the start of the battle - roll for
armour saves as normal and remove any casualties. If the randomly selected unit
is a vehicle or a vehicle unit, it may not shoot on the turn it arrives.
6- As result 5, but the Exodite player may choose the unit or vehicle.
ARMOURY
ONE-HANDED WEAPONS
Blast Pistol - 1pt
Close Combat Weapon - 1pt
Soulblade - 25pts
Power Weapon - 12pts
Witchblade (Visionaries only) - 15pts
TWO-HANDED WEAPONS
Lasblaster - 2pts
Blast Carbine (Exodite cavalry only) - 1pt
Laser Lance (Exodite cavalry only) - 10pts
Singing Spear (Visionaries only) - 18pts
EXODITE WARGEAR
Haywire Grenades - 3pts
Salamander - 6pts
Plasma Grenades - 2pts
Powerblades (count as a weapon in hth) - 15pts
Spirit Field (one per army) - *pts
* The points value of the Spirit field depends on the save value that becomes
invulnerable. A 5+ save costs 10pts, a 4+ save cost 15pts while a 3+ save costs
20pts.
PSYCHIC POWERS
Fortune - 20pts
Executioner - 15pts
Improve - 25pts
Heal - 20pts
WARGEAR
This section describes the rules for the ancient equipment and the weapons
used by the Eldar Exodites. These rules here tend to be more detailed than
those in the Warhammer 40,000 rulebook and supersede them if they are
different.
Blast Carbine, Plasma Carbine, Psychic Carbine, Web Carbine: Carbines are
a sub-class of two-handed weapon favoured particularly by Exodite cavalry. The
statistics for each type of weapon are given in the Exodite Weapons Summary.
Carbines are two-handed, but are treated as one-handed for the purposes of
taking weapons; so, a cavalry character may take a Carbine and either a two-
handed or a one-handed weapon. However, a character may not have two two-
handed ranged weapons. He does not gain an additional attack for being armed
with two close combat weapons.
Fusion Gun: The fusion gun is a melta-weapon, most commonly seen carried by
the Fire Dragon Aspect Warriors of the Craftworld Eldar, but also found
elsewhere. It has the following profile. In addition, as a melta weapon a fusion
gun rolls 2D6+Strength for armour penetration when fired at half range (6").
Rng: 12” S: 6 AP: 1 Assault 1
Ghosthelm: A model wearing a Ghosthelm that suffers an attack from the Perils
of the Warp while making a psychic test ignores the attack on a D6 roll of 4+. In
addition, any Daemon that is fighting the model halves its own WS (rounding up)
in close combat.
Haywire Grenades: The Eldar use haywire grenades for disabling enemy
vehicles. A haywire grenade sends out a powerful, short-range electromagnetic
pulse which shorts out electrical wiring and disrupts the energy systems of its
target. Haywire grenades may only be used against vehicles. A model attacking
with a haywire grenade may only make a single attack, regardless of their
Attacks characteristic or whether they charged. If the attack hits, roll a dice to
determine the effect of the haywire grenade: 1= no effect, 2-5= glancing hit, 6=
penetrating hit. A haywire grenade may only be used against a Dreadnought if it
has already been immobilised.
Laser Lance: A Laser Lance is used to deliver an intense short ranged laser
blast while charging into close combat. Exodites using all kinds of Lances to herd
the different Megasaurs of the maiden worlds. The Lance is fired when charging
into combat and is worked out just before you move them into close combat. It is
fired against the same unit the Exodites are charging that turn and any casualties
counts toward the combat resolution for that turn. All normal shooting rules apply,
such as roll to hit, saves for cover and so on. In addition, the Laser lance gives
S5 in hand-to-hand combat.
Rng: - S: 5 AP: 5 Assault 1
Salamander: Exodites
sometimes take smaller
Dragons called Salamanders
into battle. These are vicious
predators with razor-sharp
fangs or a poisonous bite.
These Salamanders are
specially bred and trained to
accompany an Exodite
character and attack any
enemy on command. The
Salamander must remain
within 2” (4” for Raptor Knight Leader Salamander) of the character at all times
and move at the same rate as the character. The Salamander benefits from all
the special rules that are used for the units of the character he accompanies.
E.g. a Salamander that is accompanying a Raptor Knight Leader uses the Scout,
Raptor movement, Cameleoline and Dispersed Formation rules of the Raptors.
Note that a character using a Pterosaur as a mount may not be accompanied by
a Salamander. Salamanders have the following characteristics:
WS BS S T W I A LD Sv
Salamander 3 - 3 3 1 4 2 3 6+
Scatter Laser: The improved Eldar version of the multi laser that
shoots D6 times instead of 3. Roll each time it fires.
Rng: 36” S: 6 AP: 6 Heavy D6
CAVALRY MOUNTS
Executioner: The Visionary projects his own spirit away from his
body, to launch an attack against an enemy model within 24” and
the Visionary’s line of sight. As with Mind War this may be a
character or other model which could not normally be individually
targeted. This power is used at the start of the Exodite shooting
phase, and allows the Visionary to attack the chosen model and its
squad in close combat. The model and any models of his squad
within 2” fight back as normal in hand to hand combat. The
Visionary cannot use the power if he is already engaged in close
combat. He is treated as charging, ignores the effects of cover,
may use a second close combat weapon and any additional
attacks from wargear, psychic powers and mounts. If he is
wounded, the Visionary is unharmed but his spirit retreats to his
body and he may not make any attacks in the assault phase.
Normal saves always apply for the enemy. A unit taking casualties
from Executioner must test to avoid pinning. Any casualties taken
count towards casualties in the shooting phase.
Fortune: The Visionary looks into the near future to foresee where
the enemy will attack. The psychic power is used at the start of the
Exodite turn. Nominate one Exodite unit with a model within 6” of
the Visionary. This may be the unit of the Visionary. This unit may
re-roll any failed armour or cover saves until the start of the next
Exodite turn.
HQ
Points / model WS BS S T W I A Ld
Exodite Lord 50 5 5 3 3 3 7 3 10
Exodite Hero 30 4 4 3 3 2 6 3 9
Weapons: None.
Options: The Exodite Baron may be given weapons, mounts and
wargear as allowed by the Exodite armoury.
SPECIAL RULES
EXODITE VISIONARY
Points / Model WS BS S T W I A Ld
Exodite Visionary 50 5 5 3 4 3 5 1 10
Weapons: None.
SPECIAL RULES
HOUSEHOLD GUARD
Points / Model WS BS S T W I A Ld
Household Guard 12 3 3 3 3 1 5 2 8
Guard Captain +10 4 4 3 3 1 6 2 9
Weapons: Lasblaster.
ELITES
Points / Model WS BS S T W I A Ld
Exodite Dragoon 35 5 3 3 4 1 6 2 9
Dragoon Leader +15 5 3 3 4 1 7 3 10
SPECIAL RULES
Points / Model WS BS S T W I A Ld
Lethosaur Knight 20 3 3 3 3 1 4 1 8
Lethosaur Leader +10 3 3 3 3 1 5 2 9
SPECIAL RULES
Withdraw: Lethosaurs are not built for fighting, but are adept at
evading predators. Lethosaur-riding scouts use the animals
precisely because of the high odds of surviving a surprise attack,
while in battle dedicated Knights rely on it to disengage and fire
their weapons once again before rejoining the fight.
A squad on Lethosaurs may disengage from combat at the end of
any assault phase. The squad flees 3D6” treated as a normal fall
back move (and susceptible to crossfire) and automatically rallies
at the end of the move. Enemies may only consolidate 3”.
TROOPS
FUSILIERS
Points / Model WS BS S T W I A Ld
Exodite Fusilier 8 3 3 3 3 1 4 1 8
Exodite Shaman 15 3 3 3 3 1 4 1 8
Exodite Leader +8 3 3 3 3 1 4 2 9
Weapons: Lasblaster.
DRAGON KNIGHTS
Knights are trained soldiers; like civilians, they are tenants on the
Baron’s land, but their service to the land and its lord earns them
the right to own land of their own, parcelled out by the Baron as he
sees fit. In combat, dragon knights are mounted on the
commonest and easiest to control riding beasts as they have not
been trained with more specialised mounts.
Points / Model WS BS S T W I A Ld
Dragon Knight 25 4 3 3 4 1 4 2 8
Dragon Leader +10 4 3 3 4 1 5 3 9
SPECIAL RULES
EXODITE WARRIORS
Points / Model WS BS S T W I A Ld
Exodite Warrior 8 3 3 3 3 1 4 1 8
Exodite Shaman 15 3 3 3 3 1 4 1 8
Warrior Leader +8 3 3 3 3 1 4 2 9
SPECIAL RULES
FAST ATTACK
PTEROSAUR KNIGHTS
Points / Model WS BS S T W I A Ld
Pterosaur Knight 12 3 3 3 3 1 4 1 8
Pterosaur Leader +15 3 3 3 3 1 5 2 9
SPECIAL RULES
RAPTOR KNIGHTS
Points / Model WS BS S T W I A Ld
Raptor Knight 20 4 3 3 3 1 5 3 8
Raptor Leader +10 4 3 3 3 1 6 4 9
SPECIAL RULES
HEAVY SUPPORT
MEGADONS
Slow to React: The Megadon never falls back and passes all
Leadership test automatically. It cannot be pinned and never falls
back, even if it would automatically do so. The Megadon can move
6” and assault 6”. All movement must be straight ahead and the
creature may only make a single pivot of up to 45° at the end of its
normal move. It may only assault if the enemy it is to assault is
directly ahead. It cannot perform a sweeping advance.
While many Exodite Barons are using only Dragon Knights to herd
there saurus some more wealthy or eccentric Barons can effort to
let their Knights use Scout Walker. In times of great need these
precious vehicles are even put to war.
Armour :
Points / Model WS BS S Front Side Rear I
Scout Walker 30 3 3 5 10 10 9 4
0-1 EXO-SUIT
Points / Model WS BS S T W I A Ld
Exo-Suit 85 4 4 7 7 3 5 3 10
Weapons: The Exo-Suit is armed with a Dreadnought close
combat weapon with a lance attachment strapped to the glove.
In addition the Exo-Suit is armed with one of the following:
- Starcannon for 45 pts;
- Scatter Laser for 30 pts;
- Bright Lance for 40 pts;
- Star Lance for 40 pts.
SPECIAL RULES