codex exodites 0.4

33
E E X X O O D D I I T T E E S S

Upload: threeshades

Post on 16-Nov-2014

1.831 views

Category:

Documents


3 download

DESCRIPTION

fourth iteration on Codex Exodites.

TRANSCRIPT

EEXXOODDIITTEESS

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 1

[Opening page, pictures of model scenarios, still to come]

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 2

EXODITES�by�Tobias�Beis�

Codex Exodites ...................3 The Exodites........................4 Exodite Armies ....................5

Exodite Highborn .............6 Carnosaur Lord ................6 Household Guard.............7 Exodite Seer .....................8 Shamans ...........................9 Dragoons ........................11 Dragon Knights .............11

Outriders ........................ 12 Wind Knights ................. 12 Wild Hunters .................. 13 Exodite Militia ................ 14 Dragon Militia................. 14 Megadon......................... 15 Carnosaurus .................. 16 Terrorwing...................... 17 Exodite Wargear............ 18

Exodite Army List .............20 HQ ...................................21 Elites ...............................24 Troops ............................25 Fast Attack .....................27 Heavy Support ...............28

Reference ..........................29 Cousins of the Eldar.........30 The Exodite Warhost ........32

This book is a fan work and in no way endorsed by Games Workshop Ltd. The rules

presented in this book are not official, they require the agreement of all players involved to be used in a game of Warhammer 40.000 and can not be used in any kind of tournament without the tournament judge’s or organizer’s explicit agreement.

All illustrations are © Tobias Beis 2008-2009 The Games Workshop Logo, the two-headed/Imperial Eagle, Eldar, Avatar of Khaine, Farseer, Warlock, Autarch, Howling

Banshee, Fire Dragon, Striking Scorpion, Shining Spear, Guardian, Guardian Jetbike, Vyper, Grav Tank, Fire Prism, Wave Serpent, Wraithlord, Exarch, Eldar Warhost, Warhammer, the Warhammer 40.000 Logo, and all related trademarks, logos, places, names, creatures, races, and race insignia/symbols/logos, vehicles, weapons, units, characters products, illustrations and depictions from the Warhammer 40.000 universe are either ®, TM and/or © Games Workshop Ltd. 2000-2007.

All contents not owned by Tobias Beis are used without permission of the owner for non-commercial purpose and free

access for anyone. It is not meant to be sold. If you paid to gain access to this book, you have been tricked.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 3

CODEX�EXODITES�

The�Exodites�are�the�cousins�of�the�Craftworld�Eldar.�They�are�less�advanced�an�rely�on�technology�much�less�than�the�Eldar�living�among�the�stars�but�yet�they�are�no�less�dangerous�and�still�one�of�the�most�advanced�races�of� the� galaxy.� Codex:� Exodites� is� a� guide� to� collecting� and� playing� (and� maybe� some� day� modeling� and�painting)�an�Exodite�army�for�the�Warhammer�40,000�game.��

THE�WARHAMMER�40,000�GAME�To play an Exodite army in the universe of the 41st millenium you need the Warhammer 40,000 rulebook. If you want to use the Exodite Army to full effect you also need Codex: Eldar, because some Exodite troops are available in this codex but their rules are not written out due to copyright reasons. This codex is a fanwork and you will need your opponent’s agreement to play an Exodite army by the rules in this codex. If your opponent does not agree on using this book, there is a short guide on how to use your miniatures built for use with this codex by the rules of Codex: Eldar.

WHY�COLLECT�AN�EXODITE�ARMY?�Exodites are a fast and close combat heavy force with little, but powerful fire support and the for the Eldar race typical mighty psykers enhance their troops’ effectivity even further. The whole army can be compiled of Troops mounted on different kinds of creatures ranging from agressive beasts to huge, even more aggressive beasts. The downside of the Exodite army is that their troops are low in numbers and can only rely on sporadic fire support. If you like armies consisting mostly of cavalry formations, the feeling of a savage tribe combined with the highly advanced technology of the eldar or simply are interested in reptiles or dinosaurs, Exodites are an excellent choice for you. You can also convert your army with other creatures as mounts, you can use whatever you see fit to customize your army to match your taste.

INSERT IMAGE OR

FLAVOUR TEXT

HOW�THIS�BOOK�WORKS�The codex is split into four main sections that deal with different aspects of the Exodites:

The Exodites The first section gives you a close look at the Eldar of the Maiden Worlds. The society, culture, history and methods of warfare.

Exodite Armies In the second section every character, troop type and creature in the Exodite army is listed. Each unit is examined with a detailed description and special rules as well as unique equipment are explained here.

Exodite Army List The third section contains the complete Exodite army list categorizing Exodite units into HQ, Elites, Troops, Fast Attack and Heavy Support. Here you can pick your units and find their point costs to field an army of Exodites. It also contains a short guide on how to play your Exodite army by the rules of Codex: Eldar if an opponent does not agree on using this book.

The Exodite Warhost The last section will contain pictures of Exodite conversions and guides how to build or paint them and what models you can use to create the individual Exodite units. This section is soon to come.

FIND�OUT�MORE�While Codex: Exodites contains enough information to build and field an Exodite Warhost there is more to learn about the possibilities open for your arms. For inspriation, more information on the Exodites and their history or Citadel Miniatures you can use to convert your ermy from or discuss your army with other players:

www.games-workshop.com www.40konline.com

z11.invisionfree.com/Work_In_Progress www.lexicanum.com

German players can also visit the following websites:

www.gw-fanworld.net www.lexicanum.de

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 4

THE�EXODITES�[fluff section, still to come]

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 5

EXODITE�ARMIES� This section of the codex details the units of the Exodite army, their special rules and wargear. Each entry gives a description of the unit and details the unit’s rules to use them in your games of Warhammer 40,000. Each entry is broken up into several categories:

Special Rules: These are rules that apply to the unit individually and make the unit individual. These rules always apply to that unit.

Wargear: Many Exodite units have individual wargear detailed in their entry. These items are only used by Exodites and most of them are exclusive to the unit they are listed with. Some of this wargear is automatically included in that unit while other items are optional, this is detailed in the army list in the next section of the codex.

EXODITE�SPECIAL�RULES:�Some Exodite units have special rules common to many units. These rules are listed here: Exodites: Exodites are savage compared to other Eldar. They live their lives in close touch with nature in the wilderness of the Maiden World they made their home and know it better than anyone else. They know how to use their surroundings to their advantage and are trained at passing through the thickest undergrowth easily. To represent this every unit with the Exodites special rule adheres the universal special rules Stealth and Move Through Cover. Terrorwings and Exodites mounted on Pterosaurs instead of Move Through Cover gain the Skilled Rider special rule.

INSERT IMAGE OR FLAVOUR TEXT

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 6

EXODITE�HIGHBORN�

The Exodite society is ruled by noble dynasties. Several Exodite Highborn rule territories of various sizes on one maiden world. In times of war the Highborn gather their armies formed equally from trained warriors and hired or drafted civilians and lead them into battle. Based on their knowledge of their home the Highborn form strategies and plan ambushes on their enemies.

Guided by a skilled noble the Exodite army can take any possible advantage over their enemies out of the terrain available and launch devastating ambushes, flanking attacks or raids on the enemy forces. The Highborn themselves recieve excellent combat training and ride ahead of their army on their own favored mount to lead them into combat personally.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Lord 6 5 3 3 3 6 3 10 5+ Hero 5 4 3 3 2 6 2 9 5+ UNIT TYPE Infantry SPECIAL RULES Independent Character, Exodites, Fleet Guerilla tactics: Exodite Lords know the terrain of their maiden world exactly and can coordinate their troop movements easily. For each Exodite Lord in your army you may reroll one reserve roll or one roll to determine from which side of the table an outflanking unit enters the table per turn. Additionally at the beginning of the game, before scout movements are made, you may move one unit per Exodite Highborn or Carnosaur Lord in your army 12 inches in any direction. The unit or units moved this way may not leave your deployment zone.

INSERT IMAGE

CARNOSAUR�LORD�

Some eccentric and exceptionally wealthy Highborn are not satisfied with a normal Dragon mount. They seek for larger, more powerful and more fearsome beasts to use as mounts. They hire hunters to tame unusual or rare variations of

the creatures commonly known as Carnosaurus for them to ride in battle. The sight of a decorated Exodite noble on the back of a monstrous and ferocious mount such as a carnosaurus inspires courage to his allies and fear to his enemies.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Carnosaur Lord 6 5 7 6 4 5 5 10 3+ UNIT TYPE Monstrous Creature

SPECIAL RULES Fearless, Fleet, Furious Charge, Guerilla tactics

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 7

HOUSEHOLD�GUARDS�

Exodite Lords maintain a retinue of Warriors that guards the Lord’s household and escorts members of the noble Family in battle. The Household Guard is recruited from the best warriors of the Lord’s army and is adopted to the noble house. As part of the Lord’s house the retinue enjoys many privileges at the court. They have access to the best equipment and training, are allowed to call for the household’s personal

servants and are sheltered in quarters suitable for a noble. Enemies who have fought Exodites before know and respect the elite of the Highborn, as they can deliver swift and devastating strikes together with their masters. Depending on their Master’s preference the Household retinue will fight on foot or attack from the backs of their wide selection of mounts.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Househ.-Guard 5 3 3 3 1 6 1 8 5+ Guard Captain 6 4 3 3 1 6 2 9 5+ UNIT TYPE Infantry SPECIAL RULES Exodites, Fleet

INSERT FLAVOUR TEXT

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 8

EXODITE�SEER�

Exodite Seers, like all Eldar psykers, belong to the most potent Psykers in the galaxy. They draw psychic energy directly from the World Spirit that surrounds them anywhere on the planet. With this strong bond the Seer can unleash powerful psychic attacks or guide their

troops with the help of their knowledge of the future. The Seer’s range of powers is very similar to that of the Craftworlds’ Farseers. They can predict the near future or focus energy to lay waste to enemy troops.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Seer 5 4 3 3 3 5 1 10 4+ UNIT TYPE Infantry SPECIAL RULES Exodites, Fleet, Independent Character Psyker: The Exodite Seer counts as a Psyker and has access to the psychic powers Executioner, Fortune, Improve, and Restore. WARGEAR Spirit Hood: Exodite Seers wear helmets or coronets created from wraithbone that conceal the psyker’s spirit’s presence in the Warp. If a Seer suffers a Perils of the Warp attack, the Spirit Hood prevents it on a d6 roll of 4+. Spirit Armour: Forged from the world spirit’s wraithbone structure a Spirit Armour projects a psychic force field around it’s wearer. Spirit Armour grants its wearer a 4+ invulnerable save. Spirit Resonance: A Seer can use stones containing spirits from the World Spirit to enhance their connection to the World Spirit. A Seer with Spirit Resonance may use two psychic Powers per turn, the Seer may not use the same power twice though. Spirit Token: Many Seers carry a small token of wraithbone that channels the Seer’s psychic energy. A Seer using a Spirit Token rolls 3d6 and must use the lowest two rolls for all psychic test.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 9

SHAMANS�

The Shamans of the Exodites are exceptionally gifted psykers able to reverse the effects of some potentially lethal hits on another Eldar. Their powers are able to close and heal wounds instantly and painlessly. Shamans accompany squads several different Exodite troops to make sure losses are minimized.

A few rare individuals are very gifted and mastered handling the Worl Spirit’s restorative powers and can heal troops much more efficiently than regular Shamans do. The rare and precious talents of these Shamans, known as Master Healers are reserved to the most important troops of a Highborn’s warhost, which is usually his personal retinue.

_________________________________________________________________________________________

INSERT IMAGE

WS BS S T W I A Ld Sv

Shaman 3 3 3 3 1 4 1 8 4+ Master Healer 3 3 3 3 1 4 1 9 4+ UNIT TYPE Infantry SPECIAL RULES Exodites, Fleet Psyker: Shamans posess the Heal Psychic Power. Master Healers have the Psychic Power Restore.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 10

EXODITE�PSYCHIC�POWERS�

Exodite psykers are among the most powerful psykers in the galaxy. Their powers focus on warding, guiding and healing Exodite warriors. The most commonly used powers of these are healing powers, practiced by many Shamans, and taught by the much more proficient Master Healers. Only the most powerful of exodite Psylers, the Seers wield powers beyond simple healing. They can empower their kin or destroy their enemies with a thought. All psychic powers available to Shamans, Master Healers and Seers are listed below.

Executioner The Seer projects his spirit away from his body to attack an enemy. This psychic power is used in the shooting phase instead of firing a weapon. Choose an enemy model in line of sight and within 24” of the seer. Place a round marker of the size of the Seer’s base in contact with the chosen model. The Seer and the model or unit he is in contact with immediately resolve an extra combat phase as if the Seer were in place of the marker. The Seer counts as charging and attacks with an initiative of 1. He benefits from all wargear he is armed with but no psychic powers. After the combat has been resolved remove the marker and continue the shooting phase as normal. If the marker was wounded the Seer takes no damage. Heal Shamans conjure the psychic energy of the World Spirit to heal the wounds of his companions. Healer is a permanently active Power and does not require a Psychic test to work. The psyker’s unit benefits from the Feel no Pain universal special rule but rolls to ignore unsaved wounds only succeed at a result of 6.

Improve The Seer’s power flows through the bodies of his brethren and empowers them to supernatural feats. Choose a unit within 6” of the Seer. All models of the chosen unit gain +1 on one of the following characteristics: weapon skill, strength, attacks or initiative. Isha’s Grace The Seer concentrates on the future to foresee the enemy’s attacks. Choose an Exodite unit within 6” of the Seer. All models of this unit gain a cover save equal to their armour save until the start of the next exodite turn. Note that this save is additional to their armour save and does not replace it. Restore Master Healers are much more familiar with the World Spirit’s healing energies. The psyker’s unit benefits from the Feel no Pain universal special rule.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 11

DRAGOONS�

Dragoons are the elite of the highborn’s warhost and are only outmatched in martial skill by their master’s personal retinue.

Exodite dragoons are excellent riders and utilize laser lances or similar versions of these weapons to charge the enemy and break even heavily fortified lines.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Dragoon 5 3 3(4) 3(4) 1 6 2 8 3+ Dragoon Master 6 4 3(4) 3(4) 1 6 3 9 3+ UNIT TYPE Cavalry SPECIAL RULES Exodites WARGEAR Wraithbone Harness The more wealthy or privileged Exodites can afford additional armour for their dragons. These are helmets or harnesses forged from wraithbone to fit the mount. A wraithbone harness improves the armour save of a model on an exodite mount by 1.

DRAGON�KNIGHTS�

Exodites mostly swore off technology. They almost entirely renounce vehicles but rather rely on animalic mounts, both for transport and battle. The most common and most popular mount of the Exodites is known as Dragon. Dragons are sturdy and fast bipedal, predatory reptiles which are versatilely employable but these creatures are best known for their use in combat. Mounted most commonly by Dragon

Knights, they almost always appear between the ranks of any Exodite Warhost. Dragon Knights are the common cavalry troops of the Exodite warhost. Knights are trained and equipped for a similar role as Dragoons, though less skilled than Dragoons they still are an efficient assault troop to be reckoned with. Being more numerous than dragoons, Dragon Knights can launch comparably massive Cavalry charges and devastate whole flanks.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Dragon Knight 4 3 3(4) 3(4) 1 5 2 8 4+ Master Knight 5 4 3(4) 3(4) 1 6 3 9 4+ UNIT TYPE Cavalry SPECIAL RULES Exodites

INSERT IMAGE

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 12

OUTRIDERS�

Outriders are mounted on the more agile Raptors and scout ahead of the Exodite warhost or patrol the wilderness of the Maiden World. Outriders usually are the first to fight, aiming for the enemy’s artillery or heavy fire units. They are

not intended for a prolonged melee fight, but can deliver quick and deadly strikes against small units or destroy enemy vehicles with Haywire grenades.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Outrider 5 3 3 3 1 6 3 8 5+ Master Outrider 6 4 3 3 1 7 4 9 5+ UNIT TYPE Cavalry SPECIAL RULES Exodites, Hit & Run, Scouts

INSERT IMAGE

WIND�KNIGHTS�

Wind knights ride Pterosaurs. Armed with potent short range weaponry they swoop across the battlefield to distract and wear down enemy troops. They dash out of cover to deliver a precise salvo and immediately turn around to take cover, even before the enemy can return fire.

Often Wind Knights dash down upon the battlefield from the sky in the middle of the battle to strike exactly where they are needed or to distract and confuse enemy troops.

_________________________________________________________________________________________

INSERT IMAGE

WS BS S T W I A Ld Sv

Wind Knight 4 3 3 3 1 5 1 8 5+ Wind Master 5 4 3 3 1 6 2 9 5+ UNIT TYPE Jetbikes SPECIAL RULES Exodites, Deep Strike

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 13

WILD�HUNTERS�

Wild Hunters are Exodite trappers, they are usually hunting animals for consumption as well as for beasts of burden, and mounts. They When hunting Wild Hunters imitate the hunting rituals of the predators of their world instead of just waiting and shooting their prey like hunters of most races would. set traps and ambush animals to tranquilize or kill them with various poisons or a pair of sharp blades. They wear coats or cloaks made of the hides of the toughest prey

they face. These cloaks grant them better protection than the usual Exodite armors. In times of war Wild Hunters infiltrate territories held by the enemy to set traps and ambush their forces or simply spy at them. With their poisoned blades Wild Hunters fight tougher enemy infantry and can even bring down resilient enemies such as Plague Marines or even large monstrosities like Carnifexes.

_________________________________________________________________________________________

INSERT IMAGE

WS BS S T W I A Ld Sv

Hunter 4 3 3 3 1 5 1 8 4+ Huntmaster 5 4 3 3 1 6 2 9 4+ UNIT TYPE Infantry SPECIAL RULES Exodites, Fleet, Infiltrate Trappers: Wild Hunters infiltrate the enemy territory and set traps to hinder their advance. For each infiltrating unit of Wild Hunters you may mark a piece of difficult or dangerous terrain that is no larger than 9”x9” as a trap. Any enemy unit moving into, out of or through the trap must roll for dangerous terrain in addition to any other difficult or dangerous terrain check they have to take. WARGEAR Hunting Blades: Each Wild Hunter is armed with a pair of poisoned swords or knives called Hunting Blades. For the hunt these blades are only covered in a tranquilizing poison to bring animals down with and either tame them or kill them with a clean knife to prevent contamination of the flesh, for the battle they are covered in deadly poisons though. Hunting Blades count as a pair of poison weapons that wound on a 4+. Cobra’s Teeth: Huntmasters sometimes use specialized blades with hollow chambers filled with a corrosive poison that can eaven eat through armour. These weapons have to be wielded with extreme caution so the wearer doesn’t injure himself. Regular Hunters are not skilled enough to wield these dangerous weapons effectively. Cobra’s Teeth count as a pair of poison weapons that wound on a 2+ and have the rending special rule.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 14

�EXODITE�MILITIA�

Like all Eldar Exodites suffer from a decreasing population and their armed forces are low in numbers. In times of war civilians are recruited or volunteer to fight with the Exodite Warhost. These militia support the Lord’s troops either with heavy fire or by attacking and tying enemies in close combat. Militia is deployed in large squads including a few Eldar armed with special weapons suiting their designated role in the battlefield.

Most units use heavy weapons, often either mounted on a primitive grav platform or even on the back of a large animal because the weapons are often too large to carry by hand. Assault Militia however prefer light special weapons to decimate the enemy with before assaulting. Militia squads are often accompanied by a Shaman who uses the world spirit’s psychic energy to heal squad members.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Militia 3 3 3 3 1 4 1 8 5+ UNIT TYPE Infantry SPECIAL RULES Exodites, Fleet

Weapon Mounts: Exodite Militia sometimes carry their heavy weaponry on weapon mounts. Wether a player models their militia with their heavy weapons in hand or on a weapon mount, is entirely up to that player’s decision. If the weapon is mounted, the weapon mount may be placed on its own base and the model equipped with the weapon should either be clearly designated as the firer. For all purposes the militia designated as the firer is counted as the militia armed with the weapon and lines of sight are always drawn from and to the model. The weapon mount model is treated as a wholly decorative model and should simply be moved to one side if it is in the way.

INSERT IMAGE

DRAGON�MILITIA�

Almost all Exodites are skilled at riding dragons, some Militia who in their civilian life work a lot with Dragons, such as Dragon herders or caravan traders, will form cavalry units if they are called to arms. These light cavalry units are known as Dragon Militia.

Dragon Militia are fielded equally as ranged fire and close combat units. Thanks to their mounts and their ranged weaponry Dragon Militia are effective in both combat styles. They most commonly decimate opponents in a hail of fire before assaulting and taking the rest of them out with blades, claws and teeth.

_________________________________________________________________________________________

WS BS S T W I A Ld Sv

Dragon Militia 3 3 3(4) 3(4) 1 4 2 8 4+ UNIT TYPE Cavalry

SPECIAL RULES Exodites

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 15

MEGADON�

Megadons roam the grasslands and steppes of the Exodite worlds in herds, and can be found grazing most of the time. They are the largest and most resilient creatures the Exodites offer. They are usually not very intelligent and thus very easy to herd with a few well placed laser lance shocks. Exodites keep herds of Megadons for various reasons: as beasts of burden, food supply, source for clothing material and sometimes as warbeasts. Megadons are massive behemoths of muscle and scaly skin that when galopping can rush forward and crash into enemy lines with an almost unstoppable force. Their usually bulky shape makes them seem like slow lumbering

monsters but in fact they are surprisingly fast and maneuverable. The most common Megadons are horned reptiles, remotely reminiscent of a rhinoceros but also different types have been spotted in battle, armoured creatures with wrecking-ball like maces at the tip of their tail or large spiked monsters. They are usually mounted by one or two Exodites who lead the creature to battle and fire heavy weapons mounted on the howdah on its back. Often a Megadon keeps charging forward while its riders deliver covering fire until it can break into the enemy lines and impale enemy troops with its horns and crush them under its feet.

__________________________________________________________________________________________

INSERT IMAGE

WS BS S T W I A Ld Sv

Megadon 3 3 6 7 4 2 2 10 3+ UNIT TYPE Monstrous creature SPECIAL RULES Fearless, Furious Charge WARGEAR Megadon Glaive: Some Megadon and Carnosaur Riders carry polearms with large powerblades, that cannot be used effectively on foot or from the back of a smaller animal. These weapons usually take the shape of large scythes or glaives and add to the power of the creature considerably. A megadon armed with a megadon glaive adds +2 to its strength.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 16

CARNOSAURUS�

Carnosaurs are one of the most intimidating creatures in the Exodite bestiary. They are large, carnivorous and intelligent reptiles that prey on megadon herds or hunt smaller creatures for food. The most common form of carnosaurus closely resembles the dragons most Exodites use as mounts. Carnosaurus are not as easy to herd as megadons and thus are less common in an Exodite force, they also offer little uses beyond that as a warbeast. Though some eccentric Exodite lords keep them for jousting as a special attraction in a dragon knight tournament. At war Exodites make use of the Carnosaurus’s

ferocious attitude. Their main purpose is to charge forward and attack the enemy in close combat where their razor sharp claws, heavy clawed feet and their strong bite come to bear. Additionally the riders carry weapons like shock lances or megadon glaives to aid the giant warbeast. Some Carnosaurus also carry a heavy weapon on their backs to deliver covering fire for each other or other Exodite troops, they however cannot carry an equally heavy array of weapons as Megadons do because it would easily throw them off balance and their slender backs simply don’t offer the space for more than one weapon.

__________________________________________________________________________________________

WS BS S T W I A Ld Sv

Carnosaurus 4 3 7 6 3 4 4 10 3+ UNIT TYPE Monstrous creature SPECIAL RULES Fearless, Fleet, Furious Charge

INSERT IMAGE

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 17

TERRORWING�

Terrorwings are large avian creatures that can carry a by human standards heavy load without being impared in their speed significantly. Exodites herd these animals to equip them with a small but effective assortment of weapons and one or two Exodite riders on their back to fire them. Terrorwings are the mobile fire support of the Exodite warhost. They often are used to flank

the enemy and hunt for heavy units, such as tanks but can also be equipped to attack infantry units. Whatever their purpose a swarm of Terrorwings can quickly change their position in the battlefield to adapt to almost any unexpected situation that might occur during the battle and strike wherever they are needed.

__________________________________________________________________________________________

INSERT IMAGE

WS BS S T W I A Ld Sv

Terrorwing 4 3 5 5 2 4 2 10 4+ UNIT TYPE Jetbikes SPECIAL RULES Exodites, Fearless Rending Beak: Terrorwings have strong beaks or mouthes filled with razorsharp teeth. In close combat a Terrorwing counts as armed with a rending weapon. Flying: Terrorwings are fast and for their size surprisingly agile creatures. Terrorwings count as Eldar Jetbikes but do not benefit from the Turbo Boost special rule and don’t gain the +1 bonus to their toughness value bikes usually grant. Weapon Mounts: Terrorwings carry sevaral weapons but often only one rider. The weapons in this case are linked to each other so the rider may fire them all at once or in case of more technologically advanced Exodites one of the weapons is activated by psychic commands of the rider over a relay in his helmet while the other is fired by hand. In some cases the Terrorwing simply carries two riders, each firing one of the weapons. Regardless of the model’s actual number of riders a Terrorwing is always treated as having two riders for the purpose of firing weapons.

INSERT FLAVOUR TEXT

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 18

EXODITE�WARGEAR�

WEAPONS�

Fusion Spear Fusion spears are a variant of the Eldar fusion gun built in a similar riding lance like shape as laser lances. Fusion spears work the same way as laser lances, except they have strength 8 and roll an additional D6 for armour penetration on an assault and when fired have the following profile: Range S AP Type

Fusion spear 6“ 8 1 Assault 1 Melta

Laser Lance A Laser Lance is used to deliver an intense short ranged laser blast while charging into close combat. Exodites use many kinds of Lances to herd the different Megasaurs of the maiden worlds. See Codex Eldar for Laser Lance rules.

Shock lance Shock lances are a more powerful version of the laser lance. Shock lances work the same way as laser lances, except they have strength 7 on an assault and when fired have the following profile: Range S AP Type

Shock lance 12“ 7 4 Assault 1 Lance

Soulblade Soulblades are ancient weapons that come in a wide variety of types. They are crafted with a spirit stone crafted into the blade. A model armed with a soulblade may reroll any failed to wound rolls in close combat. Additionally a Soulblade counts as a power weapon.

Spirit Spear Some exodite psykers wield a spear shaped variant of the typical witchblade. These must be wielded in two hands but can be thrown over short distances and then return to the wielder. Spirit spears count as witchblades. They must be wielded in two hands and when used don’t grant additional attacks for two close combat weapons. When thrown the spirit spear also always wounds on a 2+ and rolls D6+9 for armour penetration and has the profile listed below. Range S AP Type

Spirit spear 12“ X 6 Assault 1

OTHER�WARGEAR�

Dragonhide Cloak All Wild Hunters wear cloaks made of the hide of dragons or other particularly resilient animal they brought down personally. A Dragonhide Cloak improves the wearer’s armor save by 1. This bonus is already included in the Wild Hunters’ profile.

Spirit Shield

A spirit shield charges the wearers armor with the psychic energy of the world spirit and makes it almost indestructible. The spirit shield however isn’t powerful enough to surround a whole Megadon. A model with a spirit shield treats its armour save as an invulnerable save.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 19

EXODITE�MOUNTS�Exodites employ various animals as cavalry mounts to charge to battle on. Traditionally the animals used are some form of large reptiles or dinosaurs, but not every maiden world is ihabited by these creatures. An Exodite army may as well use animals of different kinds. Instead of Pterosaurs they might use large birds, or sabertooth cats instead of Dragons and a more slender kind of cat for Raptors. Instead of a Megadon a kind of Mammoth might be employed. In this codex the animals used as mounts or warbeasts are each given a specific name according to the traditional image of Exodites, but this should not stop you from using anything else suitable.

Dragon The most popular of Exodite mounts is known as Dragon. A fast but resilient bipedal, carnivorous reptile. These creatures have a thick hide that can even protect them from small caliber gunfire. Most mounted Exodite troops are mounted on Dragons, which not only carry them into combat swiftly but also deliver attacks with their claws and teeth, effectively increasing the rider’s efficiency in close combat. The Dragon mount confers a +1 bonus to the rider’s strength, toughness, attack and armour save values and changes its unit type to cavalry. Attacks using a fusion spear, laser- or shock lance do not gain the strength bonus from the dragon mount. Attacks using a weapon multiplying the wielders strength add the dragon’s strength bonus after the base strength value has been multiplied.

Pterosaur Pterosaurs are flying reptiles that are employed for their sheer speed and mobility. A pterosaur does not have any valuable abilities for close-up combat, but it can traverse great distances and hindering terrain easily through the air and evade enemy fire with nimble manoeuvres. Pterosaurs are usually used for close range firefights, where the riders dash forward to hail the enemy with fire and then retreat into cover before enemy troops can return fire. The Pterosaur mount changes the rider’s unit type to Eldar-Jetbike. A model mounted on a Pterosaur does not recieve the bonus to toughness bikes usually grant and is not allowed to use the turbo boost special rule.

Raptor Raptors are of similar build as Dragons, though lighter and even faster. They are not as tough as Dragons but make up for this disadvantage with wild agility. Raptors being more nimble than Dragons are commonly used by Scout troops for quick and silent manoeuvres. The Raptor mount confers a +1 bonus to the rider’s weapon skill and initiative values and a +2 two bonus to his attack value and changes its unit type to cavalry. A model on a raptor mount may not carry any laser lances, shock lances, fusion spears or weapons with the heavy type.

INSERT IMAGE OR FLAVOUR TEXT

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 20

EXODITE�ARMY�LIST�

The following pages contain an army list that

enables you to field an Exodite army and fight

battles using the scenarios included in the

Warhammer 40,000 rulebook. It also provides

you with the basic information you'll need in

order to field an Exodite army in using Codex

Eldar without any unofficial rules.

The army list is split into five sections. All the

squads, creatures, and characters in the army

are placed into one of these depending upon

their role on the battlefield. Each model is also

given a points value, which varies depending on

how effective that model is in battle. Before you

choose an army, you will need to agree with your

opponent upon a scenario and the total number

of points each of you will spend. Then you can

proceed to pick your army as described below.

USING A FORCE ORGANISATION CHART

The army lists are used in conjunction with the

force organisation chart from a scenario. Each

chart is split into five categories that correspond

to the sections in the army list, and each

category has one or more boxes. Each box

indicates that you may make one choice from

that section of the army list, while a dark-toned

box means that you must make a choice from

that section. Note that unless a model or vehicle

forms part of a squad or squadron, it is a single

choice from what is available to your army.

INSERT FOC

USING THE ARMY LISTS

To make a choice, look in the relevant section of

the army list and decide what unit you want to

have in your army, how many models there will

be in it, and which upgrades you want (if any).

Remember that you cannot field models that are

equipped with weapons or wargear not shown on

the model. Once this is done subtract the points

value of the unit from your total points, and then

go back and make another choice. Continue

doing this until you have spent all your points.

Then you're ready to do battle!

ARMY LIST ENTRIES

Each army list entry consists of the following:

Unit Name: The type of unit, which may also

show a limitation on the maximum number of

choices you can make of that unit type.

Profile: These are the characteristics of that unit

type, including its points cost. Where the unit has

different warriors, there may be more than one

profile.

Unit size: This shows the number of models in

the unit, or the number of models you may take

for one choice from the force organisation chart.

Often this is a variable amount, in which case it

shows the minimum and maximum unit size.

Wargear: This is the unit's standard wargear.

Where models in a unit possess different

equipment, this will be noted. Where equipment

is noted as 'All' every model comes equipped

with it in addition to any additional equipment

they may be described as having.

Special Rules: This is where you'll find any special rules that apply to the unit. See the Forces of the Cult section for the details of these rules.

Options: This lists the different weapons and

equipment options for the unit and any additional

points for taking these options. It may also

include an option to upgrade the squad to

include a character.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 21

HQ�

EXODITE LORD EXODITE HERO

60 points 50 points

WS BS S T W I A Ld Sv

Lord 6 5 3 3 3 6 3 10 5+ Hero 5 4 3 3 2 6 2 9 5+ Unit size 1 Unit type Infantry Wargear Shuriken pistol, close combat weapon, plasma grenades, haywire grenades Special Rules Exodites, Fleet, Guerilla Tactics, Independent Character Options

• May replace Shuriken pistol with the following: Shuriken catapult ...................... no extra cost

May replace close combat weapon with one of the following:

Power weapon .................................10 points Soulblade .........................................15 points Laser lance (mounted only) ...............5 points Shock lance (mounted only) ............10 points Fusion spear (mounted only) ...........20 points

• May be given one of the following: Dragon mount ..................................30 points Raptor mount ...................................30 points Pterosaur mount ..............................20 points Dragonhinde cloak .............................5 points

• One Highborn per army may be given a Spirit shield at +20 points. If the model’s save is 3+ the spirit shield costs +30 points instead.

• A Highborn on a mount may be given the follwing:

Wraithbone harness.......................... 5 Points

0-1 CARNOSAUR LORD 150 points WS BS S T W I A Ld Sv

Carnosaur Lord 6 5 7 6 4 5 5 10 3+ Unit size 1 Unit type Monstrous creature Wargear Close combat weapon, plasma grenades Special Rules Fearless, Fleet, Furious Charge, Guerilla Tactics

Options

• May be given any of the following: Shuriken catapult ...............................2 points Wraithbone harness........................ 15 Points

• A Carnosaur Lord may replace his close combat weapon with one of the following:

Soulblade .........................................15 points Shock lance .......................................3 points Fusion spear ....................................10 points Megadon glaive................................30 points

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 22

HQ�

0-1 HOUSEHOLD GUARD

18 points/model

WS BS S T W I A Ld Sv

Househ.-Guard 5 3 3 3 1 6 1 8 5+ Guard Captain 6 4 3 3 1 6 2 9 5+ Shaman 3 3 3 3 1 4 1 8 4+ Master healer 3 3 3 3 1 4 1 9 4+

One Exodite Highborn in the army may recieve a Household guard unit as a retinue. Unit size 3-9 Unit type Infantry Wargear Shuriken pistols or Shuriken catapults, close combat weapons, plasma grendades Special Rules Exodites, Fleet Character One model of the Household guard may be upgraded to a guard captain at +15 points. The guard captain may exchange his close combat weapon for a Soulblade at +10 points. If the unit is mounted he may exchange his close combat weapon with a shock lance at +15 points or a fusion spear at +25 points.

The unit may be accompanied by a Shaman at +18 points or Master healer at +48 points. See the entry in the HQ section for their wargear and options. Options

• Any number of household guard may replace their close combat weapon with the following:

Power weapons....................... 5 points/model Laser lance (mounted only)..... 5 points/model

• If the Highborn is riding on a mount, the household guard must be given the same mount:

Dragon mount........................20 points/model Raptor mount.........................20 points/model Pterosaur mount....................10 points/model

• If the household guard is mounted the wholeunit may be given the following:

Wraithbone Harness................ 5 points/model

• If the household guard is mounted up to two household guard may replace their close combat weapon with the following:

Shock lance...........................10 points/model Fusion spear..........................20 points/model

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 23

HQ�

EXODITE SEER 55 points WS BS S T W I A Ld Sv

Seer 5 4 3 3 3 5 1 10 4+ Unit size 1 Unit type Infantry Wargear Shuriken pistol, witchblade, spirit hood, spirit armour Special Rules Exodites, Fleet, Independent Character Options

• May replace witchblade with the following: Spirit spear ........................................ 3 points

• May be given any of the following: Spirit resonance ...............................20 points Spirit token .......................................10 points

• May be given one of the following mounts: Dragon mount ..................................30 points Raptor mount ...................................30 points Pterosaur mount ..............................20 points

Psychic Powers

• The Seer must buy between one and four psychic powers from the following list:

Isha’s grace......................................20 points Executioner ......................................30 points Improve ............................................15 points Restore ............................................15 points

SHAMAN MASTER HEALER

18 points/model 48 points/model

WS BS S T W I A Ld Sv

Shaman 3 3 3 3 1 4 1 8 4+ Master healer 3 3 3 3 1 4 1 9 4+

A Shaman can only be bought as upgrade character for another unit. The shaman does not occupy a slot in the force organization chart. Unit type Infantry Wargear Shuriken pistol, close combat weapon, spirit armour Psychic Powers Shaman:

Heal Master healer:

Restore

Special Rules Exodites, Fleet, Psyker Options

• May replace close combat weapon with one of the following:

Witchblade........................................15 points Spirit spear .......................................18 points

• If the unit the shaman is attached to is mounted the shaman must be given the same mont:

Dragon mount...................................20 points Raptor mount....................................20 points Pterosaur mount...............................15 points

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 24

ELITES�

0-1 DRAGOONS 45 points/model WS BS S T W I A Ld Sv

Dragoon 5 3 3(4) 3(4) 1 6 2 8 3+ Dragoon Master 6 4 3(4) 3(4) 1 6 3 9 3+ Shaman 3 3 3(4) 3(4) 1 4 2 8 4+ Master Healer 3 3 3(4) 3(4) 1 4 2 9 4+ Unit size 3-10 Unit type Cavalry Wargear Laser lances, shuriken catapults, dragon mount with wraithbone harness (bonuses already included in the profile) Special rules Exodites

Character One Dragoon may be upgraded to a dragoon master at +15 points. The dragoon master may replace his laser lance with a shock lance at +5 points or a fusion spear at +15 points. The unit may be accompanied by a dragon mounted Shaman at +38 points or dragon mounted Master healer at +68 points. See the entry in the HQ section for their wargear and options. Options

• Up to two models may replace their laser lance with one of the following:

Shock lance ............................ 5 points/model Fusion spear .........................15 points/model

• The whole unit may recieve the following: Plasma grenades ......................1 point/model

WILD HUNTERS 10 points/model WS BS S T W I A Ld Sv

Hunter 4 3 3 3 1 5 1 8 4+ Huntmaster 5 4 3 3 1 6 2 9 4+ Unit size 5-10 Unit type Infantry

Wargear Hunting blades, dragonhide cloaks (bonus already included in the profile), plasma grenades Special rules Exodites, Fleet, Infiltrate, Trappers Character One Hunter may be upgraded to a huntmaster at +16 points. The huntmaster may exchange his hunting blades for Cobra’s Teeth at +10 points.

0-1 HARLEQUINS See Codex Eldar

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 25

TROOPS�

DRAGON KNIGHTS 25 points/model WS BS S T W I A Ld Sv

Dragon Knight 4 3 3(4) 3(4) 1 5 2 8 4+ Master Knight 5 4 3(4) 3(4) 1 6 3 9 4+ Shaman 3 3 3(4) 3(4) 1 4 2 8 4+ Unit size 3-10 Unit type Cavalry Wargear Laser lances, shuriken catapults, dragon mount (bonuses already included in the profile) Special rules Exodites

Character One dragon knight may be upgraded to a master knight at +15 points. The dragoon master may replace his laser lance with a shock lance at +5 points or a fusion spear at +15 points. The unit may be accompanied by a dragon mounted Shaman at +38 points. See the entry in the HQ section for his wargear and options. Options

• Up to two models may replace their laser lance with one of the following:

Shock lance ........................... 5 points/model Fusion spear ........................ 15 points/model

• The whole unit may recieve the following: Plasma grenades ......................1 point/model

0-2 RANGERS See codex eldar

INSERT IMAGE OR FLAVOUR TEXT

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 26

TROOPS�

MILITIA 9 points/model WS BS S T W I A Ld Sv

Militia 3 3 3 3 1 4 1 8 5+ Shaman 3 3 3 3 1 4 1 8 4+ Unit size 10-20 Unit type Infantry Wargear Shuriken catapults Special rules Exodites, Fleet

Character The unit may be accompanied by a Shaman at +18 points. See the entry in the HQ section for his wargear and options. Options

• Two Militia may replace their Lasbalsters with one of the following weapons:

Shuriken cannon ................................5 points Brightlance .......................................30 points Exodite Missile Launcher.................20 points Scatter laser.....................................15 points Starcannon.......................................25 points

DRAGON MILITIA 15 points/model WS BS S T W I A Ld Sv

Dragon Militia 3 3 3(4) 3(4) 1 4 2 8 4+ Shaman 3 3 3(4) 3(4) 1 4 2 8 4+ Unit size 3-9 Unit type Cavalry Wargear Shuriken catapults, dragon mount (bonuses already included in the profile)

Special rules Exodites Character The unit may be accompanied by a dragon mounted Shaman at +38 points. See the entry in the HQ section for his wargear and options. Options

• Every third Dargon Militia may replace their shuriken catapult with the following:

Shuriken cannon ...................10 points/model

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 27

FAST�ATTACK�

OUTRIDERS 24 points/model WS BS S T W I A Ld Sv

Outrider 5 3 3 3 1 6 3 8 5+ Master Outrider 6 3 3 3 1 7 4 9 5+ Shaman 4 3 3 3 1 5 3 8 4+ Unit size 3-10 Unit type Cavalry Wargear Shuriken pistol, close combat weapon, haywire grenades, plasma grenades, raptor mount (bonuses already included in the profile)

Special rules Exodites, Hit & Run, Scouts Character One outrider may be upgraded to a master outrider at +16 points. The master outrider may exchange his close combat weapon for a power weapon at +10 points or a soulblade at +15 points. The unit may be accompanied by a raptor mounted Shaman at +38 points. See the entry in the HQ section for his wargear and options.

WIND KNIGHTS 20 points/model WS BS S T W I A Ld Sv

Wind Knight 4 3 3 3 1 5 1 8 5+ Wind Master 5 3 3 3 1 6 2 9 5+ Shaman 3 3 3 3 1 4 1 8 4+ Unit size 3-9 Unit type Jetbikes Wargear Shuriken catapults, pterosaur mount Special rules Deep Strike, Exodites

Character One wind knight may be upgraded to a wind master at +16 points. The master outrider may exchange his shuriken catapults for a scatter laser at +20 points or a shuriken cannon at +10 points. The unit may be accompanied by a pterosaur mounted Shaman at +33 points. See the entry in the HQ section for his wargear and options. Optionen

• Every third wind knight may replace his shuriken catapult with one of the following:

Shuriken cannon ...................10 points/model Brightlance ............................35 points/model Exodite Missile Launcer ........25 points/model Scatter laser..........................20 points/model Starcannon............................30 points/model

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 28

HEAVY�SUPPORT�

MEGADON HERD 80 points WS BS S T W I A Ld Sv

Megadon 3 3 6 7 4 2 2 10 3+ Unit size 1-3 Unit type Monstrous creature Wargear

• Each Megadon is armed with a laser lance and one of the following:

Shuriken cannon ...................................... free Brightlance ............................30 points/model Exodite Missile Launcer ........20 points/model Scatter laser ..........................15 points/model Starcannon............................25 points/model

Special rules Fearless, Furious Charge Options

• Each Megadon may replace its laser lance with one of the following:

Shuriken cannon ...................10 points/model Brightlance ............................35 points/model Exodite Missile Launcer ........25 points/model Fusion Spear.........................15 points/model Megadon glaive.....................20 points/model Scatter laser..........................20 points/model Shock lance ............................5 points/model Starcannon............................30 points/model

CARNOSAURUS 90 points WS BS S T W I A Ld Sv

Carnosaurus 4 3 7 6 3 4 4 10 3+ Unit size 1 Unit type Monstrous creature Wargear Shock lance Special rules Fearless, Fleet, Furious Charge

Options

• The Carnosaurus may be given one of the following:

Shuriken cannon ..............................10 points Brightlance .......................................35 points Exodite Missile Launcer ...................25 points Scatter laser.....................................20 points Starcannon.......................................30 points

• The Carnosaurus may replace its shock lance with one of the following:

Megadon glaive................................15 points Fusion Spear....................................10 points

TERRORWINGS 40 points WS BS S T W I A Ld Sv

Terrorwing 4 3 5 5 2 4 2 10 4+ Unit size 1-3 Unit type Jetbikes Wargear

• Each Terrorwing is armed with a Shuriken catapult and one of the following:

Shuriken cannon ................................3 points Brightlance .......................................30 points Exodite Missile Launcer ...................20 points Scatter laser .....................................15 points Starcannon.......................................25 points

Special rules Exodites, Fearless, Flying, Rending Beak, Weapon Mounts Options

• Each Terrorwing may replace their Shuriken catapult with the following:

Shuriken cannon ..............................10 points

• Each Terrorwing may be given one of the following:

Power Weapon ................................15 points Laser Lance .......................................5 points Shock Lance ....................................10 points Fusion Spear....................................20 points

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 29

REFERENCETROOP�TYPES� WS BS S T W I A Ld Sv

Carnosaurus 4 3 7 6 3 4 4 10 3+

Dragon Knight 4 3 3(4) 3(4) 1 5 2 8 4+

Master Knight 5 4 3(4) 3(4) 1 6 3 9 4+

Dragon Militia 4 3 3(4) 3(4) 1 4 2 8 4+

Dragoon 5 3 3(4) 3(4) 1 6 2 8 3+

Dragoon Master 6 4 3(4) 3(4) 1 6 3 9 3+

Exodite Lord 6 5 3 3 3 6 3 10 5+

Exodite Hero 5 4 3 3 2 6 2 9 5+

Carnosaur Lord 6 5 7 6 4 5 5 10 3+

Exodite Seer 5 4 3 3 3 5 1 10 4+

Househ.-Guard 5 3 3 3 1 6 1 8 5+

Guard Captain 6 4 3 3 1 6 2 9 5+

Megadon 3 3 6 7 4 2 2 10 3+

Militia 3 3 3 3 1 4 1 8 5+

Outrider 5 3 3 3 1 6 3 8 5+

Master Outrider 6 3 3 3 1 7 4 9 5+

Shaman 3 3 3 3 1 4 1 8 4+

Master Healer 3 3 3 3 1 4 1 9 4+

Terrorwing 4 3 5 5 2 4 2 10 4+

Wild Hunter 4 3 3 3 1 5 1 8 4+

Huntmaster 5 4 3 3 1 6 2 9 4+

MOUNT�BONUSES� WS BS S T W I A Ld Sv

Dragon - - +1 +1 - - +1 - +1

Raptor +1 - - - - +1 +2 - -

Pterosaur - - - - - - - - -

RANGED�WEAPONS

Range S AP Type

Brightlance See Codex Eldar

Ex. Missile Launcher (Krak)

Ex. Missile Launcher (Splinter)

48“

48“

8

4

3

5

Heavy 1

Heavy 1, Blast

Flamer See Codex Eldar

Fusion gun See Codex Eldar

Fusion spear 6“ 8 1 Assault 1, Melta

Shuriken cannon See Codex Eldar

Shuriken catapult See Codex Eldar

Shuriken pistol See Codex Eldar

Laser lance See Codex Eldar

Scatter laser See Codex Eldar

Shock lance 12“ 7 4 Assault 1, Lance

Spirit spear 12“ X 6 Assault 1

Starcannon See Codex Eldar

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 30

COUSINS�OF�THE�ELDAR�

Not always will your opponents agree on using fanwork rules or house rules, as they are usually called, such as this codex. Also you might want to play at tournaments at which house rules are never permitted, except for possible house rules written by the tournament organizers. In these situations your Exodite miniatures might seem useless, but in fact they are not at all. All you need is Codex: Eldar, the following guide and a brief explanation to your opponent.

If you are not allowed to play by the rules of this codex you can still play a so called count-as army. This means using an existing official codex to represent a different army or individual units. In this case you use the rules of certain Eldar units to represent your Exodites. The following list gives you a guide on how to possibly represent your Exodite army with Codex: Eldar and which Eldar units could represent which Exodite units. You can of course choose different units to represent your exodite models, if you see it fit. The most important thing to do is that you explain to your opponent which model uses which rules.

HQ�Exodite Lord Autarch

The Autarch makes an excellent choice to represent your Exodite Lord. The Autarch‘s options make it possible to represent your Lord in any combination. A fusion gun and a laser lance in combination with a jetbike for example would represent a Lord on dragon with a fusion spear. And even the Master Strategist special rule makes an excellent replacement for the Guerilla Tactics special rule.

Carnosaur Lord Avatar

The Avatar is a base no Exodite count-as army should miss. The eldar army list does not contain many non-vehicle units with monstrous statistics. If you have a Carnosaur Lord, the Avatar is the best choice to represent him. If your Carnosaur Lord is armed with a fusion spear, you even have something to explain the Wailing Doom.

Exodite Seer Farseer

The Exodite Seer and the Eldar Farseer are almost identical in statistics and even carry extremely similar equipment. The psychic powers available are similar too. Improve for example could be replaced by Doom and Executioner would be Mind War.

Shaman Warlock

Your Shamans can be represented by warlocks with conceal as a replacement for their healing powers. Similar to Shamans Warlocks can be added to many different troops.

ELITES�Bladedancers Banshees

Banshees are quick, acrobatic and have a lot of special rules and wargear making them suitable to represent your Bladedancers. Their power weapons can be explained as a part of their dance that lets them hit enemies with unnatural precision and strike their armours’ weak spots. The Exarch powers provide with wonderful special rules to describe Bladedancer dances.

Wild Hunters Striking Scorpions

Wild hunters are a bit of a different units than Striking Scorpions but there are certain characteristics they have in common. Both are an infiltrating close combat unit, and have a comparatively high armor save. So the Wild Hunters’ dragonhide cloaks represent the 3+ armour save and the strength bonus from scorpion chainswords would be the equivalent for the poisoned hunting blades. Don’t worry about the missing shuriken pistols, the cloaks are big enough to hide a set of pistols and your opponents will hardly mind about them.

Harlequins Harlequins

Harlequins are directly chosen from Codex Eldar and thus are no problem to use in a counts-as army.

INSERT IMAGE OR

FLAVOUR TEXT

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 31

TROOPS�Militia Guardians

Little if any explanation at all is needed here. Militia have all the options to represent a guardian or storm guardian squad.

Dragon Militia/Wind Knights Guardian Jetbikes

Both Dragon Militia and Wind Knights have the exact weaponry at their disposal to represent Guardian Jetbike rules. Like with the Exodite Lord the Jetbike will represent the Dragon mounts. The fact that a jetbike ignores terrain when passing over can be explained by the Exodites knowing their homeworld have no problems in tight terrain. In case of Wind Knights the pterosaur can represent a jetbike without any problems of explanation.

Rangers Rangers

Like Harlequins, Rangers are originally listed in Codex: Eldar and thus are no problem to use.

FAST�ATTACK�Dragoons/Dragon Knights Shining Spears

Shining spears are basically the high tech version of Dragon Knights. As before the Dragon mounts represent Jetbikes and laser lances are the same equipment in both armies.

Terrorwings Vypers

Many players dislike the idea of using the rules of a vehicle for a creature, but it is an acceptable stretch. Vypers are fast, flying weapon platforms, basically the same as a Terrorwing. To make sure your terrorwing can be used as a Vyper without any opponent minding about lacking WYSIWYG (What You See Is What You Get), you can convert your Terrorwing rider with a pair of Shuriken catapults.

HEAVY�SUPPORT�Megadon, Carnosaur Wraithlord

The wraithlord is a large, tough monstrous creature that can be equipped with heavy weapons. It is basically the same as a Megadon, except it’s a lot tougher and stronger, but also more expensive. Your Megadon can represent a wraithlord with the respective weaponry. A megadon glaive would be a wraithsword in that case.

RARE� EXODITE� UNITS� AND� ALLIES�FROM�AMONG�THE�STARS�Missing additions

With these quite limited choices it’s not always easy to put together an effective battle force. Since there are Eldar Craftworlds that are working closely together with Exodites, such as Saim-Hann and Biel Tan, you can use regular Eldar units in your counts-as Exodite force with the explanation that these are allied forces from a Craftworld. The most commonly needed units will be transports such as Serpents or specialized striking units, like Fire Prism tanks or Fire Dragons. You could also make conversions if you can think up an Exodite equivalent to the Eldar Unit you need. For example a large winged creature such as a Warhammer dragon with the respective weaponry could represent an Eldar grav tank or a herd of slamanders for Fire Dragons.

Codex�Exodites�by�Tobias�Beis�

This document is completely unofficial and in no way endorsed by Games Workshop Limited 32

THE�EXODITE�WARHOST�[modeling and painting section still to come]