Professional Documents
Culture Documents
CODEX EXODITES
By Matthew Forish
CONTENTS
The Eldar Exodites
Exodite Mythology
Forces of the Exodites
Exodite Wargear List
Exodite King
Kindred Prince
Herdmaster
Spiritsinger
Worldsinger
Dyann Al'Athar
El'Iysa Ishmal
Dragon Knight Kindred
Mei'nly Kurim'We
Raptor Pack
Gate Wardens
Outcast Rangers
Noble Knight Kindred
Sundered Knights
3
5
6
8
9
10
10
11
12
13
14
15
16
17
18
19
20
21
Trichedon Herd
Herdkeeper Kindred
War Walker Kindred
Drake Flight
Great Drake
Knight Construct
Megadon
Carnosaur
Sailback Pack
Lir'Kurom Frte
Colossal Megadon
Immense Pterasaur
Massive Carnosaur
Verdant Jungle
World Spirit Node
Royal Kindred
Carnosaur Pack
Beast Herd
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
Appendix
Levels of Alliance
Warlord Traits
Exodite Special Rules
Exodite Wargear
Ranged Weapons
Melee Weapons
Artifices of War
Exodite Vehicle Equipment
Armour
Relics of the Exodus
Beastsinger Ensemble
Worldsinger Repertoire
Spiritsinger Repertoire
Melodies
Harmonies
Tactical Objectives
Profiles
40
40
40
41
42
42
43
44
45
45
46
47
47
48
49
50
51
52
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 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.
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.
Upon the fringes of the galaxy the Exodites made new homes.
The worlds they settled were savage and life was often hard for
a people unused to physical work and self-denial. When the
final cataclysm erupted most of the Exodite worlds were far
from the epicentre and survived. Many craftworlds rode out the
psychic shock wave, but the Exodites had already reached
places of safety - or else they perished with the rest of their
race and have been forgotten.
SPIRIT STONES
Like their craftworld cousins, every Exodite wears a shining gem or polished stone upon his breast. This psycho-receptive crystal
is called a waystone, and is attuned solely tot he mind of its owner. Its purpose is to capture the psychic energy of the Eldar when
it is released at the moment of death, becoming a spirit stone. As such energies carry with them a large part of an Eldar's sense of
identity, personality, and memories, it is quite correct to think of this psychic energy as a soul.
If an Eldar's spirit is not captured by his waystone it is sucked into the nightmarish depths of the Warp. To a Human, such a fate
means nothing, for virtually no Human mind is strong enough to retain a sense of consciousness after death - the psychic energy of
the Human mind being paltry compared to that of an Eldar. Yet for an Eldar to enter the Realm of Chaos as a conscious spirit
represents the ultimate horror. In the Warp there is nowhere an Eldar spirit can hide from the predations of Slaanesh; the nemesis
of the Eldar waits to consume them as it did their ancestors. To perish in this way is the ultimate fear for the Eldar. It is little
wonder that the Eldar prize their spirit stones more than life itself, and will go to incredible lengths to preserve and recover them.
EXODITE SOCIETY
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.
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.
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.
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.
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
11
10
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.
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
13
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 Formations units gain.
Raise your voices in the song of battle my kinsmen, ride with me to war. Drive these mon-keigh back;
defend your homes, your honor and the World Spirit herself!
-Dyann AlAthar, Dragon King of Bain-Ish
MELEE WEAPONS
BEASTSINGER ENSEMBLE
10 pts
10 pts
15 pts
15 pts
20 pts
15 pts
15 pts
KNIGHTLY VESTMENTS
Dragon Helm
Dragonhide Cloak
Hunting Drake
Shield of Champions
Trichedon Mount 1
1
3 pts
5 pts
10 pts
10 pts
5 pts
Celestial Bow 1
Mistwalker Shroud
Scale of the Cosmic Serpent
Soulplate Armour
Vaulsmith Blade 1
Vaul's Sigil
WARDEN GEAR
Drake Arrows 1
Hunting Drake
Poisoned Blade 2
Pterasaur Mount 3
Shuriken Catapult
Star Bolas
Swarm Arrows 1
5 pts
10 pts
3 pts
10 pts
free
5 pts
5 pts
10 pts
30 pts
15 pts
40 pts
25 pts
15 pts
70
POINTS
EXODITE KING
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.
Exodite King
WS
6
BS
6
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
S
3
T
4
W
3
I
6
A
3
Ld
10
Sv
3+
Unit Type
Heavy Cavalry (Character)
Unit Composition
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 models Leadership value for any Morale
and Pinning tests they are required to take.
OPTIONS
May take items from the Melee Weapons, Knightly Vestments and/or Relics of
the Exodus lists.
5 pts
50
POINTS
KINDRED PRINCE
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.
Kindred Prince
WS
5
BS
5
S
3
T
4
WARGEAR
Shock Lance (pg 43)
Hunting Blade (pg 43)
Knight Armour (pg 45)
W
3
I
6
A
3
Ld
9
Sv
3+
Unit Type
Heavy Cavalry (Character)
SPECIAL RULES
Dragonhide (pg 41)
Independent Character
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Unit Composition
1 Kindred Prince
OPTIONS
May take items from the Melee
Weapons, Knightly Vestments
and/or Relics of the Exodus lists.
40
POINTS
HERDMASTER
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.
Herdmaster
WS
4
BS
4
WARGEAR
Wraithbow (pg 43)
Hunting Blade (pg 43)
Warden Armour (pg 45)
S
3
T
4
W
2
I
5
A
2
Ld
9
Unit Type
Heavy Cavalry (Character)
SPECIAL RULES
Dragonhide (pg 41)
Independent Character
Hit & Run
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Scouts
Split Fire
10
Unit Composition
1 Herdmaster
OPTIONS
May take items from the Warden
Gear and/or Relics of the
Exodus lists.
75
POINTS
SPIRITSINGER
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.
Spiritsinger
WS
4
BS
4
S
3
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).
T
4
W
2
I
5
A
2
Ld
9
Sv
-
Unit Type
Heavy Cavalry (Character)
Unit Composition
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 pantheons 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.
OPTIONS
May exchange his witchblade for one of the following:
- Singing spear
- Witch lance
5 pts
5 pts
10 pts
20 pts
20 pts
11
50
POINTS
WORLDSINGER
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.
Worldsinger
WS
4
BS
4
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
S
3
T
4
W
2
I
5
A
2
Ld
9
Sv
-
Unit Type
Heavy Cavalry (Character)
Unit Composition
1 Worldsinger
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
- Witch lance
12
5 pts
5 pts
10 pts
125
POINTS
DYANN ALATHAR
Dyann AlAthar was destined to rule from the very beginning
of his life. He was born on the eve of a great battle, during
which his wise and revered sire, the Exodite King of Bain-Ish,
was slain by the Imperial knight baron Lord Clauditus. With
his last words, the King foretold that his son would become a
warrior greater and wiser than even himself, and that he
should be groomed as his eventual successor. He declared the
name of Dyann AlAthar with his dying breath, which, loosely
translated, means Great Warrior King.
Soon after ascending to his throne, AlAthar was put to the test
as the knight barons returned to again plunder the herds of
Bain-Ish. Led by none other than Lord Clauditus, the barons
came in such force as had not been seen even in the memory of
the oldest members of the nobility. Though faced with a
seemingly insurmountable foe, AlAthar took up his fathers
armour and weapons and led his people to war in defense of
their world and its spirits. The time had come for him to prove
the prophecies of his dying father.
Dyann AlAthar
WS
7
BS
6
S
3
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
T
4
W
3
I
6
A
4
Ld
10
Sv
3+
Unit Type
Heavy Cavalry (Character)
Unit Composition
1 (Unique)
SPECIAL RULES
Absolute Sovereignty: On the world of Bain-Ish, Dyann AlAthar holds absolute
power, having led his kindreds to victory over the Imperial knight barons time and
again. His warriors trust him with their lives, and his commands are obeyed without
question.
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 models 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.
RELICS OF THE EXODUS
Spear of Kurnous: The Spear of Kurnous is a potent weapon carried by Dyann
AlAthars ancestors from their homeworld during the great exodus. In form and
function it resembles the singing spears used by many Eldar psykers, however it
pulses with power and fills the bearer with wild potency said to have been imbued by
the great hunter-god himself in ages past.
The wielder of the Spear of Kurnous gains the Furious Charge universal special rule.
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
12
-
Str
10
+1
13
AP
-
Type
Assault 1, Fleshbane
Melee, Armourbane, Fleshbane
150
POINTS
ELIYSA ISHMAL
ElIysa Ishmal is said to have been chosen at the time of her
birth to be the voice of Isha amongst the Exodites, and beyond
to the scattered peoples of the Eldar race. Unlike most of her
kind, she has travelled extensively, having visited most of the
Exodite worlds, many Craftworlds and Corsair fleets, and it
is whispered even the dreaded city of Commorragh.
ElIysa Ishmal
WS
4
BS
4
S
3
T
4
W
2
I
5
A
2
Ld
10
Unit Type
Heavy Cavalry (Character)
Unit Composition
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 ElIysa 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.
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
ElIysa 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 ElIysa speaks with the
Voice of Isha herself, and her words stir the hearts of the Eldar in a way
they cannot truly express.
At the start of each Exodite turn, ElIysa may choose to speak to a single
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 players next turn. (Note that this may be ElIysas own
unit if you wish.)
Str
User
AP
-
Type
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 ElIysa may draw a single stored Warp Charge point from the Staff and add them to her
sides Warp Charge total. All stored Warp Charge points in the Staff are lost if ElIysa is slain.
14
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.
Dragon Knight
Chieftain
Knightsinger
WS
4
4
4
BS
4
4
4
S
3
3
3
T
4
4
4
W
1
1
1
I
5
5
5
A
1
2
1
Ld
8
8
8
Sv
3+
3+
3+
Unit Type
Heavy Cavalry
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Unit Composition
2 Dragon Knights
1 Chieftain
WARGEAR
Shock Lance (pg 43)
Hunting Blade (pg 43)
Knight Armour (pg 45)
OPTIONS
May include up to seven additional Dragon Knights
One Dragon Knight may replace his shock lance with a storm lance
5 pts
SPECIAL RULES
Beastsinger (Knightsinger only,
pg 41)
Dragonhide (pg 41)
Jungle Born (pg 41)
Kindred Spirit (pg 41)
Spirit Choir (Knightsinger only,
pg 41)
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.
15
5 pts
50
POINTS
MEINLY KURIM-WE
Young Meinly was born into the Dem-Gillath knight kindred
on the world of KurLiras. Her father Ya-nus, the kindreds
Chieftain, was a firm and strict leader who followed the oldest
traditions to the letter. This included the outdated tradition
forbidding females of the KurLiran kindreds from 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 KurLiras.
Meinly Kurim-We
WS
4
BS
4
S
3
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: Meinly 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.
T
4
W
1
I
5
A
1
Ld
8
Sv
3+
Unit Type
Heavy Cavalry (Character)
16
Unit Composition
1 (Unique)
50
POINTS
RAPTOR PACK
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.
Raptor
Pack Leader
WS
4
5
BS
0
0
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)
S
3
4
T
3
3
W
1
1
I
6
6
A
2
3
Ld
6
7
Sv
5+
5+
Unit Type
Beast
Beast (Character)
Unit Composition
2 Raptors
1 Pack Leader
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
17
60
POINTS
Gate Warden
Gatekeeper
WS
4
4
BS
4
4
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
S
3
3
T
3
3
W
1
1
I
5
5
A
1
2
Ld
8
9
Sv
4+
4+
Unit Type
Infantry
Infantry (Character)
Unit Composition
4 Gate Wardens
1 Gatekeeper
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 subphase 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
Any model may replace their hunting blade with a poisoned blade
3 pts
free
5 pts
5 pts
The Gatekeeper may take items from the Warden Gear list.
18
60
POINTS
OUTCAST RANGERS
Many Eldar take the Path of the Outcast during their lives,
becoming Rangers and leaving their Craftworlds to seek
adventure in the wide universe. These Outcasts travel between
the stars in their spacecraft, searching for Maiden Worlds to
settle, and visiting the Exodite worlds where they may live
amongst their distant cousins. Outcasts are common enough on
the Exodite worlds, often seeking the patronage of one of the
Exodite Kindreds. In return they fight alongside the kindred's
Ranger
WS
4
BS
4
WARGEAR
Ranger long rifle (pg 42)
Shuriken pistol (pg 42)
Mesh armour (pg 45)
S
3
T
3
W
1
I
5
A
1
Ld
8
Sv
5+
Unit Type
Infantry
Unit Composition
5 Rangers
SPECIAL RULES
Ancient Doom
Battle Focus
Fleet
Infiltrate
Move Through Cover
Stealth
Ancient Doom: The Eldar loathe and fear She Who Thirsts above all else, for in
Slaanesh they see their doom made manifest.
A model with this special rule has the Hatred special rule against Daemons of
Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests,
a unit containing at least one model with this special rule suffers a -1 penalty to its
Leadership if it is engaged in combat with a unit that contains at least one model with
the Mark of Slaanesh or the Daemon of Slaanesh special rule.
Battle Focus: When the Eldar don their war masks, they enter a battle trance so
focused that they flow across the battlefield like quicksilver, killing their foes without
breaking stride.
A unit that contains only models with the Battle Focus special rule can either Shoot
and then Run, or Run and then Shoot, in the same Shooting Phase. The unit must
complete both actions before you move onto the next unit otherwise the chance to
make the second action is forfeit.
A model cannot Run if it fired a Heavy Weapon during the same Shooting Phase
unless it has the Relentless special rule. Similarly, a model that has Run cannot then
fire a Heavy Weapon in the same Shooting Phase unless it has the Relentless special
rule. Models that cannot run gain no benefit from the Battle Focus special rule.
OPTIONS
May include up to five additional Rangers
19
65
POINTS
Noble Knight
Baron
First Knight
Noblesinger
WS
4
4
4
4
BS
4
4
4
4
S
3
3
3
3
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)
Kings Champion (First Knight
only)
Spirit Choir (Noblesinger only,
pg 41)
T
4
4
4
4
W
1
2
2
1
I
5
5
5
5
A
2
2
2
2
Ld
8
9
9
8
Sv
3+
3+
3+
3+
Unit Type
Heavy Cavalry
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Heavy Cavalry (Character)
OPTIONS
May include up to seven additional Noble Knights
Unit Composition
2 Noble Knights
1 Baron
Any model may replace their shock lance with one of the following:
laser lance
drake lance
5 pts
15 pts
One Noble Knight may replace their shock lance with a storm lance
5 pts
The Noblesinger may take items from the Beastsinger Ensemble list.
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
Kings Champion: First Knight is a title of both great honour and duty. The First Knight is also known as the Kings Champion,
and it is his duty to protect his King and other important personages, as well as accept any challenges on the Kings 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 Knights 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.
20
60
POINTS
SUNDERED KNIGHTS
When an Exodite world is threatened by attack or invasion
from outsiders, these pitiable loners will band together as if by
instinct. They sweep out of the depths of the jungle; aid
unlooked for, seeking to drive off the invaders. They desire to
spare their brethren from their dismal fate and to protect the
peaceful tranquility of their homeworlds. Most of all they wish
to lay down their lives in defense of their homes and kin, their
honorable sacrifice a fitting memorial.
Sundered Knight
WS
4
BS
4
S
3
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
T
3
W
1
I
5
A
1
Ld
8
Sv
3+
Unit Type
Infantry
Unit Composition
1 Sundered Knight
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 victims
Instant Death threshold).
OPTIONS
May include up to nine additional Sundered Knights
21
60
POINTS
TRICHEDON HERD
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.
Trichedon
WS
3
BS
0
S
4
T
5
W
2
I
3
A
1
Ld
6
Sv
4+
Unit Type
Beast
Unit Composition
3 Trichedons
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (4+) (pg 45)
OPTIONS
May include up to seven additional Trichedons
SPECIAL RULES
Dragonhide (pg 41)
Feral Instincts (pg 41)
Furious Charge
Jungle Born (pg 41)
Ponderous
Thunderous Charge (pg 41)
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.
22
65
POINTS
HERDKEEPER KINDRED
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.
Herdkeeper
Herdwarden
Herdsinger
WS
4
4
4
BS
4
4
4
S
3
3
3
T
4
4
4
W
1
1
1
I
5
5
5
A
1
2
1
Ld
8
8
8
Sv
4+
4+
4+
Unit Type
Heavy Cavalry
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Unit Composition
2 Herdkeepers
1 Herdwarden
WARGEAR
Wraithbow (pg 43)
Hunting Blade (pg 43)
Warden Armour (pg 45)
OPTIONS
May include up to seven additional Herdkeepers
Any model may replace their hunting blade with a poisoned blade
3 pts
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)
free
5 pts
The Herdsinger may take items from the Beastsinger Ensemble list.
The Herdwarden may take items from the Warden Gear list.
23
5 pts
5 pts
40
POINTS
War Walker
WS
4
WARGEAR
Shock Lance (pg 43)
Power Field (pg 45)
SPECIAL RULES
Fleet
Jungle Born (pg 41)
Scouts
BS
4
S
5
Front
Side
Rear
10
10
10
I
5
A
2
HP
2
Unit Type
Walker, Open-Topped
Unit Composition
1 War Walker
OPTIONS
May include up to two additional War Walkers
Any War Walker may upgrade their shock lance to a laser lance
10 pts
20 pts
10 pts
20 pts
15 pts
20 pts
24
70
POINTS
DRAKE FLIGHT
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.
Drake Wing
Queens Wing
WS
3
3
BS
3
3
S
2
2
T
3
3
W
3
4
I
5
5
A
3
4
Ld
8
9
Sv
6+
6+
Unit Type
Jetpack Beast
Jetpack Beast (Character)
Unit Composition
2 Drake Wings
1 Queens Wing
WARGEAR
Fiery Breath (pg 42)
Natural Weapons (pg 43)
Scaly Hide (6+) (pg 45)
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.
SPECIAL RULES
Dragonhide (pg 41)
Feral Instincts (pg 41)
Hit & Run
Jungle Born (pg 41)
Loyal
Swarm
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.
OPTIONS
May include up to three additional Drake Wings
Designers note: Even though they dont 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 dont come into play for them.)
25
150
POINTS
GREAT DRAKE
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.
Great Drake
WS
6
BS
3
WARGEAR
Blazing Breath (pg 42)
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)
S
7
T
6
W
4
I
5
A
3
Ld
9
Sv
3+
SPECIAL RULES
Dragonhide (pg 41)
Feral Instincts
Jungle Born (pg 41)
26
Unit Type
Flying Monstrous Creature
Unit Composition
1 Great Drake
180
POINTS
KNIGHT CONSTRUCT
Knights are fast-moving, powerful war machines thirty to forty
feet tall, controlled by a single warrior. In times of peace, they
are used to help direct the largest animals in the Exodite
dragon herds, those who would take little notice of the blasts
from the lances of the dragon knights. When the Exodites go to
war, their knights often march alongside the dragon knights.
With their devastating array of weaponry, the mere gaze of a
knight is said to bring death to its enemies.
Among the varieties of knights, there are several types which
are among the most common. These include the fire gales and
towering destroyers, which are bipedal and mount an array of
ranged and close combat weapons, as well as the swifter bright
stallions, which mount an additional pair of legs to increase
mobility make them steadier. Whatever form they take, the
knights certainly add an imposing element to a force already
teeming with massive creatures and ferocious beasts.
Fire Gale
Bright Stallion
Towering Destroyer
WS
4
4
4
BS
4
4
4
S
9
9
10
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.
T
7
7
8
W
5
5
6
I
5
5
5
A
3
3
4
Ld
10
10
10
Sv
3+
3+
3+
Unit Type
Monstrous Creature
Monstrous Creature
Monstrous Creature
Unit Composition
1 Fire Gale
OPTIONS
May be upgraded to one of the following:
Bright Stallion
Towering Destroyer
25 pts
50 pts
15 pts
30 pts
15 pts
15 pts
20 pts
30 pts
20 pts
15 pts
27
100
POINTS
MEGADON
The term megadon refers not to a single species, but to a
number of very large creatures that inhabit the Exodite worlds.
The smallest megadons are roughly the same size as the
standard Imperial Rhino transport, while the largest varieties
are more comparable to a superheavy battle tank.
and weapons, and on other parts for medicines and many other
necessities. A megadon herd is regarded as a highly valuable
commodity by the Exodites, and they take great care to ensure
that no part of a slain megadon goes to waste.
When great need arises, the Exodites are known to harness
weapon-laden battle platforms to some of the less timid
members of their herd. They are then ridden into battle, where
their great size strikes fear into the hearts of the opposition,
and their thick and durable hides provide them some measure
of protection against the devastating weaponry they often face.
Megadon (Small)
Megadon (Medium)
Megadon (Large)
WS
3
3
3
BS
3
3
3
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)
S
6
7
8
T
6
7
8
W
4
5
6
I
2
2
1
A
2
2
2
Ld
6
6
6
Sv
3+
3+
3+
Unit Type
Monstrous Creature
Monstrous Creature
Monstrous Creature
Unit Composition
1 Megadon (Small)
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 megadons remaining wounds to its Leadership value
for the purposes of any Morale test it makes (to a maximum of 10). For example, a
megadon (Leadership 6) with 3 wounds remaining would have an effective
Leadership value of 9.
OPTIONS
May be upgraded to one of the following:
Megadon (medium)
Megadon (large)
25 pts
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).
28
125
POINTS
CARNOSAUR
The carnosaur is among the largest and most dangerous
predators commonly found on the Exodite worlds. A full-grown
adult may stand between five and ten meters tall. Their mouths
are filled with rows of razor-sharp teeth, capable of rending
the extremely tough hides of the various megadon species.
Carnosaurs are naturally very aggressive and territorial, and
have been known to attack other carnosaurs, fully armed
dragon-knight parties and even the occasional great drake.
Young Carnosaur
Adult Carnosaur
WS
5
7
BS
0
0
S
6
7
T
6
7
W
4
5
I
4
5
A
4
5
Ld
8
9
Sv
3+
3+
Unit Type
Monstrous Creature
Monstrous Creature
Unit Composition
1 Young Carnosaur
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
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.
OPTIONS
May be upgraded to an Adult Carnosaur
29
40 pts
30
POINTS
SAILBACK PACK
Even more deadly is the Firemouth, a larger and more foultempered variety of Sailback, whose poisons are even more
corrosive and whose temperament matches their typical fieryred colouration. Where most Sailbacks are content to hunt
quietly in the jungles, becoming aggressive only when
threatened, the Firemouths are known to aggressively attack
anything they perceive to be a threat or competition.
Sailback
Firemouth
WS
3
4
BS
3
3
S
4
4
WARGEAR
Natural Weapons (pg 43)
Corrosive Spit (Sailback only, pg
42)
Firemouth Spit (Firemouth only,
pg 42)
Scaly Hide (4+) (pg 45)
T
4
4
W
2
2
I
3
3
A
1
2
Ld
6
6
Sv
4+
4+
Unit Type
Beast
Beast
OPTIONS
May include up to two additional Sailbacks
Unit Composition
1 Sailback
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.
SPECIAL RULES
Corrosive Bite
Dragonhide (pg 41)
Feral Instincts (pg 41)
Jungle Born (pg 41)
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.
30
200
POINTS
LIRKUROM FRTE
Lir'Kurom Frte is the Exodite King of Main-Kurnou. His rise
to the Kingship was an unusual one, as he was not raised
amongst the Exodite nobility, but rather among the
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.
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 LirKurom
Frte, 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 hadnt 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
Frte their new King.
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
Lir'Kurom Frte
WS
8
BS
6
S
8
T
8
W
6
I
5
A
6
Ld
10
Sv
3+
Unit Type
Monstrous Creature (Character)
Unit Composition
1 (Unique)
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)
Huge Target: Sitting astride his carnosaur mount, LirKurom Frte makes for a
large and imposing figure, and is easily picked out amongst his kin and their various
beastly allies.
As long as LirKurom Frte 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 Frte may join units with the Feral
Instincts rule, but may still not join units that contain Monstrous Creatures.
31
300
POINTS
COLOSSAL MEGADON
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.
Colossal Megadon
WS
3
BS
3
S
9
T
9
W
8
I
1
A
2
Ld
6
Sv
3+
Unit Type
Gargantuan Creature
Unit Composition
1 Colossal Megadon
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)
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
Scattershield
32
30 pts
15 pts
275
POINTS
IMMENSE PTERASAUR
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.
Immense Pterasaur
WS
5
BS
3
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (4+) (pg 45)
SPECIAL RULES
Dragonhide (pg 41)
Jungle Born (pg 41)
S
7
T
7
W
6
I
3
A
3
Ld
8
Sv
4+
Unit Type
Flying Gargantuan Creature
Unit Composition
1 Immense Pterasaur
OPTIONS
May be given up to three of the following:
Knightlance, missile pod, pulse cannon or suncannon
Scattershield
33
30 pts
15 pts
350
POINTS
MASSIVE CARNOSAUR
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.
Massive Carnosaur
WS
8
BS
0
WARGEAR
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)
S
8
T
8
W
7
I
5
A
6
Ld
9
Sv
3+
Unit Type
Gargantuan Creature
SPECIAL RULES
Apex Predator (pg 29)
Dragonhide (pg 41)
Feel No Pain (4+)
Feral Instincts (pg 41)
Jungle Born (pg 41)
Territorial (pg 29)
34
Unit Composition
1 Massive Carnosaur
15
POINTS
VERDANT JUNGLE
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.
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
1
2
3
35
Cover Save
5+
4+
3+
Move Penalty
0
-1
-2
25
POINTS
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.
36
ROYAL KINDRED
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
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.
RESTRICTIONS:
37
CARNOSAUR PACK
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
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.
RESTRICTIONS:
38
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.
SPECIAL RULES
FORMATION:
1 Herdmaster
1-5 Megadons
0-1 Carnosaur 1
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.
RESTRICTIONS:
must
this
any
39
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.
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!
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.
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.
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 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.
3
Unbreakable Resolve. The Warlords will cannot be
shaken, his indomitable resolve is proof against terrors great and
small, and his mind is an impenetrable fortress.
The Warlord has the Adamantium Will and Stubborn special
rules.
40
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.
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.
JUNGLE BORN
The Exodite worlds are harsh and dangerous jungles without
exception and the Exodites quickly learn to master their
environment as a matter of survival.
All 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.
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.
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.
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.
41
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 drakes 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.
Laser Weapons
Eldar lasers use psychically grown crystals to refine their
already intense bursts to their optimum potency. Many Eldar
consider the laser weapon the most elegant of all, exulting in the
fact that their technological mastery extends even to light itself.
Some heavier Eldar laser weapons are calibrated to send out a
staccato series of blasts, whilst others narrow their focus to such
a degree they can pierce any armour, no matter the thickness.
Bright Lance
Knightlance
Pulse Cannon
Scatter Laser
Template
Template
18
18
Strength
4
AP
5
6
7
8
4
3
1
Type
Assault 1
Assault 1, Torrent
Assault 1, Blast
Assault 1, Melta
Firemouth Spit
36
Strength
3
AP
-
Missile Type
Airburst
Type
Assault 2, Barrage,
Blast, Corrosive,
Poisoned (4+)
Assault 2, Barrage,
Blast, Corrosive,
Poisoned (3+),
Impact
Strength
4
7
8
AP
4
4
3
Flamer
Template
Strength
4
AP
5
Strength
5
AP
4
48
Type
Heavy 1, Large Blast,
Pinning
Heavy 3
36
Strength
X
AP
6
Type
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 highenergy impulses originate at the rear of the weapon and fly
through the barrel at terrific speed. Each impulse detaches a
monomolecular slice of the ammunition core and catapults it
from the weapons barrel, allowing each of these instruments of
war to fire up to a hundred bladed discs in a few seconds.
Type
Heavy 1, Blast, Pinning
Heavy 1, Skyfire
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
Range
48
Range
Ranger Long Rifle
Type
Heavy 1, Lance
Heavy 1, Lance
Heavy 3
Heavy 4, Laser Lock
Missile Type
Plasma Missile
Flakk Missile
Starshot Missile
AP
2
2
2
6
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.
Corrosive Spit
Sailbacks produce highly corrosive venom they can or spit over a
great distance. Firemouth venom is even more dangerous.
Range
36
Strength
8
10
9
6
Cavalry Lances
See pg 8.
Corrosive Spit
Range
36
48
60
36
Shuriken Pistol
Shuriken Catapult
Shuriken Cannon
Range
12
12
24
Strength
4
4
6
AP
5
5
5
Type
Pistol, Bladestorm
Assault 2, Bladestorm
Assault 3, Bladestorm
Type
Assault 1
42
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.
Star Bolas
Range
12
Strength
6
AP
2
Wraithbow
Exodite wraithbows are crafted from pure wraithbone and
psychically attuned to their bearer. Hurling shafts of psychicallycharged wraithbone over great distances, wraithbows are deadly
in the hands of a skilled marksman. Some highly skilled
individuals are able to craft and use specialised arrows that
allow additional effects. Swarm arrows are designed to break
apart in flight, splintering into thousands of tiny shards of
psycho-reactive material that are capable of devastating lightlyarmoured infantry. Drake arrows instead focus the psychic
energies of the user into an intense fiery tip that is capable of
burning through nearly anything.
Type
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 weapons plasma core produces the
incandescent heat of a star, but sophisticated containment fields
ensure the guns exterior remains cool to the touch.
Starcannon
Suncannon
Range
36
48
Strength
6
6
AP
2
2
Wraithbow
- Drake Arrows
- Swarm Arrows
Range
24
18
18
Strength
3
8
3
AP
6
1
-
Type
Rapid Fire, Rending
Assault 1, Melta
Assault 2D6, Pinning
Type
Heavy 2
Heavy 3, Blast
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.
Drake Lance
Drake Lance
Laser Lance
Laser Lance
Shock Lance
Shock Lance
Storm Lance
Storm Lance
Range
6
6
6
6
-
Strength
8
8
6
+3
4
+1
3
User
AP
1
1
3
3
5
5
6
6
Natural Weapons
Most of the feral beasts that inhabit the Exodite worlds possess
sharp claws, vicious jaws or other natural weapons that are
perfect for tearing through flesh.
Natural Weapons
Type
Assault 1, Lance
Melee, Impact, Lance
Assault 1, Lance
Melee, Impact, Lance
Assault 1
Poisoned Blade
Strength
User
AP
-
AP
-
Type
Melee, Shred
Range
-
Strength
User
AP
-
Type
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.
Assault 1, Haywire
Melee, Impact, Haywire
Singing Spear
Singing Spear
Range
12
-
Strength
9
User
AP
-
Type
Assault 1, Fleshbane
Melee, Armourbane,
Fleshbane
Witch Lance
The witch lance burns with the full fury of the psychic might of
the wielder, threatening to ignite the very soul of the target.
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
User
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.
Hunting Blade
Range
-
Witch Lance
Witch Lance
Type
Melee, Shred
Range
6
-
Strength
6
+1/User*
AP
-
Type
Assault 1, Fleshbane
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.
43
ARTIFICES OF WAR
Dragonheart Helm
Scattershield
Dragonhide Cloak
Trichedon Mount
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.
Shield of Champions
Those Dragon Knights who have proven themselves as
champions of the Kings Tournament, held only at the
culmination of every thirteenth harvest, are allowed to carry a
shield of champions. These ornate devices are intricately laced
with psycho-reactive crystals that reduce the potential energy of
incoming attacks, allowing the champion to shrug off blows that
would fell even the mightiest of dragons.
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.
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.
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.
D6
1-2
Effect
No additional Warp Charge points are generated
3-5
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.
44
Power Field
A vehicle with this upgrade has the Move Through Cover special
rule.
Spirit Stones
Holo-fields
ARMOUR
Knight Armour
Scaly Hide
Mesh Armour
Mesh armour is comprised of thousands of tiny pieces of
thermoplas that harden on impact to form effective, lightweight
armour.
Warden Armour
The armour worn by Gate Wardens and Herdkeepers is similar
to that of the Dragon Knights, but lighter and even more flexible.
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.
45
Celestial Bow
Soulplate Armour
Celestial Bow
Range
24
Strength
4
AP
4
Type
Rapid Fire, Blind,
Master-Crafted, Rending
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.
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
Vaulsmith Blade
Range
-
Strength
+1
AP
3
Type
Melee, Soul Cleave
Vauls Sigil
One of the most potent artifacts brought by the Exodites as they
fled the Eldar empire, Vauls 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 Vauls 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.).
A model carrying the Scale of the Cosmic Serpent gains the Feel
No Pain (4+) special rule.
46
BEASTSINGER ENSEMBLE
Ballad of the Beast
Hunting Horn
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
Prelude of Hope
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.
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.
Dirge of Foreboding
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 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 units models are still alive.
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.
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.
Range
18
Strength
3
AP
6
Type
Assault 1, Strikedown
47
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.
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.
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.
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.
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
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.
48
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.
3. Maidens 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.
Maidens Lullaby is a malediction that targets a single nonvehicle 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.
1. Cadence of Khaine
Warp Charge 1
The staccato rhythm of this war chant batters the foe with the
fury of the bloody-handed gods rage, building in tempo with
each life that is claimed.
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.
Range
12
Strength
5
AP
3
Type
Assault 6, Rising Tempo
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 Spiritsingers allies.
Prelude of Fate is a blessing that targets a single friendly unit
within 12 of the Spiritsinger. If the power is manifested, the
affected unit gains 2D6 Fate Counters. Each Fate Counter that is
removed allows the unit to re-roll a single die from any To Hit 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.
2. Hymn to Asuryan
Warp Charge 1
The Spiritsingers song is loud and pure, calling upon the power
of Asuryan, the Phoenix King, to smite the enemy with his wrath.
Hymn to Asuryan is a nova power with the following profile:
Hymn to Asuryan
Range
6
Strength
4
AP
4
Type
Assault D6, Pinning
49
HARMONIES
Chorus
The combined song is expanded and projected, allowing its
sound to carry further amid the din of battle.
Refrain
The performers flow together into a repetitive chanting, allowing
them to increase the potency of their spiritsinging.
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.
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.
50
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 1116) 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
11
12
13
14
15
16
Result
Lead by Example
Honourable Combat
Drive Them Off!
Coordinated Charge
Symphony of the Exodus
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.
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.
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 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.
51
PROFILES
HQ
Exodite King
Kindred Prince
Herdmaster
Spiritsinger
Worldsinger
Dyann AlAthar
ElIysa Ishmal
WS
6
5
4
4
4
7
4
BS
6
5
4
4
4
6
4
S
3
3
3
3
3
3
3
T
4
4
4
4
4
4
4
W
3
3
2
2
2
3
2
Dragon Knight
Chieftain
Knightsinger
Meinly Kurim-We
Raptor
Pack Leader
Ranger
WS
4
4
4
4
4
5
4
BS
4
4
4
4
0
0
4
S
3
3
3
3
3
4
3
T
4
4
4
4
3
3
3
W
1
1
1
1
1
1
1
Noble Knight
Baron
First Knight
Noblesinger
Sundered Knight
Trichedon
WS
4
4
4
4
4
3
BS
4
4
4
4
4
0
S
3
3
3
3
3
4
T
4
4
4
4
3
5
W
1
2
2
1
1
2
Herdkeeper
Herdwarden
Herdsinger
Drake Wing
Queens Wing
Great Drake
WS
4
4
4
3
3
6
BS
4
4
4
3
3
3
S
3
3
3
2
2
7
T
4
4
4
3
3
6
Fire Gale
Bright Stallion
Towering Destroyer
Megadon (Small)
Megadon (Medium)
Megadon (Large)
Young Carnosaur
Adult Carnosaur
Sailback
Firemouth
WS
4
4
4
3
3
3
5
7
3
4
BS
4
4
4
3
3
3
0
0
3
3
S
9
9
10
6
7
8
6
7
4
4
T
7
7
8
6
7
8
6
7
4
4
Lir'Kurom Frte
Colossal Megadon
Massive Carnosaur
WS
8
3
8
BS
6
3
0
S
8
9
8
T
8
9
8
I
6
6
5
5
5
6
5
A
3
3
2
2
2
4
2
Ld
10
9
9
9
9
10
10
Sv
3+
3+
4+
3+
3+
Unit Type
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Ld
8
8
8
8
6
7
8
Sv
3+
3+
3+
3+
5+
5+
5+
Unit Type
Heavy Cavalry
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Beast
Beast (Character)
Infantry
Ld
8
9
9
8
8
6
Sv
3+
3+
3+
3+
3+
4+
Unit Type
Heavy Cavalry
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Infantry
Beast
Sv
4+
4+
4+
6+
6+
3+
Unit Type
Heavy Cavalry
Heavy Cavalry (Character)
Heavy Cavalry (Character)
Jetpack Beast
Jetpack Beast (Character)
Flying Monstrous Creature
Sv
3+
3+
3+
3+
3+
3+
3+
3+
4+
4+
Unit Type
Monstrous Creature
Monstrous Creature
Monstrous Creature
Monstrous Creature
Monstrous Creature
Monstrous Creature
Monstrous Creature
Monstrous Creature
Beast
Beast
Sv
3+
3+
3+
Unit Type
Monstrous Creature (Character)
Gargantuan Creature
Gargantuan Creature
TROOPS
I
5
5
5
5
6
6
5
A
1
2
1
1
2
3
1
ELITES
I
5
5
5
5
5
3
A
2
2
2
2
1
1
FAST ATTACK
W
1
1
1
3
4
4
I
5
5
5
5
5
5
A
1
2
1
3
4
3
Ld
8
8
8
8
9
9
HEAVY SUPPORT
W
5
5
6
4
5
6
4
5
2
2
I
5
5
5
2
2
1
4
5
3
3
A
3
3
4
2
2
2
4
5
1
2
Ld
10
10
10
6
6
6
8
9
6
6
LORDS OF WAR
W
6
8
7
I
5
1
5
A
6
2
6
Ld
10
6
9
VEHICLES
Armour
War Walker
WS
4
BS
4
S
5
Front
Side
Rear
10
10
10
52
I
5
A
2
HP
2
Unit Type
Walker, Open-Topped
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.
53