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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

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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

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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

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NOT PRODUCED BY GAMES WORKSHOP


This document is in no way official, nor endorsed by Games Workshop. Many of the names, terms, etc. found in this document are the copyrighted intellectual
property of Games Workshop, and are used without permission. No challenge is intended to Games Workshop or their intellectual properties this is merely the
work of longstanding fan and enthusiast of the Warhammer 40,000 tabletop battle game system. You need a copy of the Warhammer 40,000 7th Edition Rulebook
to use the contents of this document.

THE ELDAR EXODITES


Living at the edges of the known galaxy, on worlds seeded
with life in ancient days, the Exodites are the most rustic and
reclusive members of the once-proud and dominant Eldar race.
Their worlds are volcanically active, covered in lush, vibrant
jungles teeming with gigantic reptilian creatures. The Exodites
are the hardiest members of their race, their lives filled with
self-imposed hardship and toil, and plagued by conflict against
both their environment and the myriad enemies who regard
their fertile worlds with envious eyes.

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.

The Exodite worlds are untamed and often dangerous planets.


Mighty rivers roar unchecked over their natural flood plains.
Massive forests and jungles stretch over thousands of miles of
virgin woodland. The few meager settlements co-exist with
wild beasts of all kinds. The Exodites are too few to disturb the
balance of nature. Their settlements are small and thinly
scattered. Many are occupied only for a few months of the
year, because on many worlds the Exodites are nomadic,
moving with the seasons and the herds. They time their
migrations so that they arrive at their camps in the late summer
to collect crops planted in the spring, remaining until it is time
to plant the following year's crop and move on.

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

BELIEFS OF THE EXODITES

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


are known, owes allegiance to a local noble kindred who in
turn owes fealty to the planet's Dragon King and his royal
kindred. As there are relatively few Eldar there are few
territorial disputes. The kindreds live within substantial areas
which easily meet their grazing and cultivation requirements.
Open wars between kindreds are rare but skirmishes between
rival young Dragon Knights are common. Although not openly
warlike, the Exodites are a robust, self-confident people and
they possess the legendary pride of the Eldar race. Knights
frequently try to steal away a rival's beasts or may attempt to
move their herds over the grazing areas of other kindreds. Such
matters are seen as part of a Knight's training, and the dangers
of death or serious injury are an accepted part of a young
warrior's life. These raids and occasional deaths do not
embitter the kindreds, and it is notable that no matter how hard
fought their disputes might be no Eldar would despoil or steal
the crops of a rival kindred even though these lie unprotected
for months at a time.

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.

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


Ork raids are a constant threat and human settlers are no
respecters of Eldar territory. Amongst the most persistent foes
are the human settlers of the Knight Worlds which lie closely
intermingled with the planets of the Exodites. The human
Knight Lords are aggressive, warlike people whose determined
independence makes it impossible for even the Imperium to
control them. Like the Exodites they are descendants of ancient
settlers, raised amidst constant danger and proud of their
autonomy. Their fierce war machines are a common sight on
the Exodite worlds. Battles between these giant war machines
and valiant Exodite warriors are always hard-fought and
destructive, but the Eldar are capable of aggression too. They
use the Webway to reach the Knight Worlds where their raids
are often so devastating that entire planets are subsequently
abandoned.

Some Exodites are more closely attuned to the psychic


resonance of the world spirits, and are able to commune with
the souls contained within through even stranger songs and
rituals. These unusual individuals are known as Spiritsingers,
and are revered among the kindreds for their ability to draw on
the power of the world spirit and the knowledge of the
ancestors who rest therein.

THE WORLD SPIRIT


When an Exodite dies his spirit stone is retrieved and his body is taken beneath the earth into one of the great tribal barrows. They are laid to rest
there and their spirit stones are broken upon the altars of the world spirit. Very similar to the infinity circuits of the craftworlds, the world spirit is
a complex psychic energy grid that extends under the entire surface of every Exodite world, stretching between the tribal barrows, stone circles
and standing stones. These important places are where the spirit world and the material world can interact, where the spirits of the dead can flow
together, and where the living can talk to the dead if they have the power.
The stone circles and standing stones are made from psychically interactive crystal. These towering stones are gigantic spirit stones that anchor
psychic power into the earth. The links between them form part of the Eldar webway, but the paths from the webway into the world spirits are
well hidden and protected. The most potent link in the entire world spirit network is the royal circle of the planet's Dragon King. This impressive
structure consists of a system of concentric circles connected by avenues of megalithic spirit stones. The royal circle is supported by outlying
menhirs that carry power throughout the entire planet and focus the energy of the world upon that one spot.

EXODITE MYTHOLOGY
The Exodites pass down their history in a rich, ritualistic form
of oral tradition. To the outsider, these tales are wondrous,
fantastical and nearly unbelievable. The trained ear, however,
can glean much from these records of ancient times. Many of
these stories relate to the gods of the Eldar pantheon, especially
those who took an active role in cultivating the ancient Eldar
civilisation.

THE SWORDS OF VAUL


Isha and Kurnous suffered the fiery torments of Khaine's
confinement for countless years. Bound with bonds of flame
and scorching iron, the god and goddess were cast into a
burning pit out of the sight of mortals and gods. Of all the gods
only Vaul the Smith pleaded for them, and eventually he swore
an oath to Khaine that he would make a hundred swords in
exchange for their release, for Vaul was the greatest
swordsmith of all eternity and a single blade forged by his hand
was of incalculable value. A date was fixed one year hence for
the completion of the bargain. When the time came for Vaul to
deliver the weapons, he had still one unfinished blade. To
conceal the shortfall, Vaul took an ordinary mortal blade and
mixed it amongst his own work. At first Khaine was so pleased
with the weapons that he failed to spot the deception. Only
when Isha, Kurnous and Vaul were far away did he discover
the forgery. He roared with anger, calling Vaul a cheat and
crying out for vengeance. This was the beginning of the long
struggle between Khaine and Vaul, which is called the War in
Heaven.

THE ELDAR PANTHEON


The principle characters in the mythology of the Exodites are
the gods. The chief and oldest of all the gods is Asuryan, the
Phoenix King. His first brother is Kaela Mensha Khaine, which
means bloody-handed Khaine. Khaine is the god of both war
and murder, and he symbolises wanton destruction and martial
prowess. Third of the greatest gods is Vaul, the crippled smith
god who is often depicted chained to his own anvil. Isha is the
goddess of the harvest, and it is from Isha that the Eldar race is
descended. Kurnous, the god of the hunt, is the father of the
Eldar race, and is often depicted in conjunction with hounds,
hawks and other trappings of the hunt. The youngest goddess is
Lileath the Maiden, who is mistress of dreams and fortune. The
third in the trinity of Eldar goddesses is Morai-Heg, the Crone,
an ancient and withered creature who holds the fates of mortals
inside a skin rune pouch. Cegorach, the Laughing God, was the
trickster and artist of the Eldar pantheon.

THE WAR IN HEAVEN


The War in Heaven lasted for years, and there are many tales
of the battles between the gods and their many servants. Gods
took sides and changed sides, struck bargains of mutual
support and broke them, and the heavens shook with the noise
of battle. Asuryan refused to take sides, for he had begun to
regret his hasty anger with Isha and despaired of the war god's
destruction.

THE TEARS OF ISHA


The Eldar race was born as the mortal children of Isha, the
goddess of the harvest, and Kurnous, the god of the hunt.
Lileath, Isha's daughter, dreamed that Khaine would be torn
into a hundred pieces by a great mortal army. When Khaine
learned of this, he flew into a tempestuous rage and resolved to
destroy the Eldar race. He pursued them through the universe,
trapping and slaying many before Asuryan heard the weeping
of Isha and so learned of Khaine's plan. To save the few who
remained, Asuryan placed a great barrier between mortals and
gods, dividing them for all eternity.

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.

THE FALL OF THE ELDAR


Much has been written about the abrupt ending of the galaxyspanning civilisation created by the Eldar. Their pride and
arrogance, coupled with their technological and cultural
achievements led them into depths of decadence and depravity,
the limits of which only the Eldar mind is capable of
understanding. In time, the echoes of the depraved thoughts
and actions of so many Eldar coalesced in the Warp to form the
Chaos god known as Slaanesh, whose birth pangs were the
death-knell of the Eldar civilisation. Most of the Eldar gods
were slain in this cataclysm. Only Cegorach, the Laughing
God, survived unharmed, while Khaine was rent into many
fragments and driven out of the Warp forever.

One day Khaine overheard Isha as she spoke to her children


and he immediately told Asuryan. The Phoenix King was very
angry that his commands had been disobeyed. He told Khaine
that as Isha and Kurnous had betrayed him, Khaine could do
with them as he wished. This suited Khaine very well, as he
still feared that Lileath's prophecy would be fulfilled. He made
the god and goddess his prisoners, and though he could not
slay them he ensured that they endured constant torment and
confinement.

FORCES OF THE EXODITES


The following section details background and rules information that describe the forces used by the Eldar Exodites their warriors,
their companion creatures, their vehicles and the characters that lead them to battle. This section will enable you to forge your
collection of Exodite miniatures into an army ready to fight battles in your games of Warhammer 40,000.

DATASHEETS
Each Exodite unit in this book has a datasheet. These detail either Army List entries or Formations, providing all the rules information
that you will need to use your models in your games of Warhammer 40,000.
ARMY LIST ENTRIES
Each Army List Entry contains the following information:

1
2

3
4

11

10

1. Faction: The units Faction is shown here by a symbol. All


units that have this symbol, which is all the units described in
this book, have the Exodites Faction.

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.

2. Battlefield Role: The units Battlefield Role is shown here


by a symbol. Units in this book have one of the following
Battlefield Roles; HQ, Troops, Elites, Fast Attack, Heavy
Support and Lord of War. The symbols for these Battlefield
Roles are defined in Warhammer 40,000: The Rules.

5. Unit Description: This section provides a background


description of the unit, detailing their particular strengths and
weaknesses along with the tactics and methods they employ to
wage war in the grim darkness of the 41 st Millennium.

6. Unit Profile: This section will show the profile of any


models the unit can include.

10. Special Rules: Any special rules that apply to models in


the unit are listed here. Special rules that are unique to models
in that unit are described in full here, whilst others are detailed
either in the Appendix section of this book or in the Special
Rules section of Warhammer 40,000: The Rules.

7. Unit Type: This refers to the unit type rules in Warhammer


40,000: The Rules. For example, a unit may be classed as
Infantry, Cavalry or Vehicle, which will subject it to a number
of rules regarding movement, shooting, assaults, etc.

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.

8. Unit Composition: This section will show the number and


type of models that make up the basic unit, before any
upgrades are taken.
9. Wargear: This section details the weapons and equipment
the models in the unit are armed with, many of which are
described in more detail in the Exodite Wargear section of this
book. The cost for all the units basic equipment is included in
its points cost.

12

13

12. Warlord Traits: Sometimes a characters datasheet will


have a specific Warlord Trait, in which case it will be listed
here.

13. Relics of the Exodus: Some entries have unique items of


wargear, the description and rules for which will be listed here.

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

EXODITE WARGEAR LIST


These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the datasheets that
follow may include wargear options from one of more of these lists in each instance, the datasheet will tell you (in bold text) exactly
which of these lists you may use. Rules for these items can be found in the Appendix.

MELEE WEAPONS

BEASTSINGER ENSEMBLE

A model may exchange its shock lance for one of the


following:
- Drake Lance 1
10 pts
- Laser Lance
5 pts

Ballad of the Beast


Crystal Fife
Dirge of Foreboding
Dragon Harp
Hunting Horn
Prelude of Hope
War Drum

May not be taken by Chieftains

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

RELICS OF THE EXODUS

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

Exodite King and Kindred Prince only

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

May only be taken by a model with a wraithbow


Replaces the model's hunting blade
3
Herdmaster only
2

Replaces one of the model's weapons

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 outcome of these elections is very important, as the King


will retain his position for the remainder of his life. If a corrupt
individual were to somehow be elected, removing him from his
position would constitute treason and likely precipitate civil
war between his supporters and his opposition something the
Exodites would not risk lightly!

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.

May be given the Spirit Choir special rule

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.

Barons of the wealthiest, most influential noble kindreds are


known as Kindred Princes. These are among the strongest and
most experienced warriors and leaders on an Exodite world,
and it is from their ranks that an Exodite King will be elected.

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.

May be given the Spirit Choir


special rule
5 pts

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

When the Exodites ride to war, the Herdmaster is always at the


fore, harrying enemy from adragonback, or soaring above the
field on a pterasaur and raining wraithbow fire down onto
their heads. They are experts at field craft, easily spotting the
best avenues of attack or ambush through the twisting
pathways of the most overgrown jungles. Many are the foes
who have died at the hands of a Herdmaster without even his
companions knowing from whence came the attack.
Sv
4+

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.

May be given the Beastsinger


special rule
5 pts

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

May take a Gyrinx

10 pts

May take a Tear of Isha

20 pts

May be upgraded to be Mastery Level 3

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

May take a Gyrinx

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.

The Eldar of Bain-Ish loved their King greatly. Thus, seeing


off the knight barons after a long and bitter struggle, they
vowed to serve no King until the child came of age and could
take his rightful place as their ruler. Such a succession was
unheard of among the Exodites, but so great was their love for
the old King that none dared to contend for the throne. Dyann
AlAthar was raised among the nobility, schooled in the ways
of war as his father wished, and eventually assumed the mantle
of Kingship among the people of Bain-Ish.

Though the knight barons were great in number, AlAthar and


his people set upon them in the night, and in three hours of
bloodshed and terrible destruction, the barons knight titans
were reduced to rubble and their household guards scattered
or slain. Few made their way offworld to tell of the devastation
or the wrath of the new King of Bain-Ish, and Clauditus
himself met his end at the tip of AlAthars spear after his own
knight was brought down. The Great Warrior King had come
into his own, and the death of his father was duly avenged.

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

ElIysa is highly respected, and even feared, among the Eldar.


Her voice is a reminder of what they have lost, but also of their
hopes for the future. Her presence among them is a portent of
great and terrible events, and even the mightiest Farseers
cannot see what lies ahead on her path. Her footsteps are as
the coming of doom to those around her, yet she is also a
herald of victory, glory and hope for all Eldar.
Sv
3+

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.

Chosen of Isha: ElIysa has been marked out


as the chosen voice of the goddess Isha, and as
such is protected from the perils of the Warp.
El'Iysa Ishmal never suffers Perils of the Warp
under any circumstances.
PSYKER
ElIysa always knows all of the powers in the
Spiritsinger Melodies discipline (pg 49).
WARLORD TRAIT
Unbreakable Resolve

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.)

RELICS OF THE EXODUS


The Staff of Sorrows: The Staff of Sorrows is a sacred relic passed down through the ages. It is said that the blade atop the staff
was forged from the first tear which Isha shed upon learning of her separation from her mortal children, the Eldar race.
Range
-

Str
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

DRAGON KNIGHT KINDRED


Each dragon knight carries a long and elegant lance with
which they guide their herd of megadons along the migration
trails and protect them from predators. In times of war, these
same lances are turned upon their enemies, combined with the
devastating effect of a charging pack of vicious dragons. In a
universe teeming with advanced technology and terrible alien
horrors, the heavy cavalry of the Exodites remain surprisingly
effective.

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

The ferocity of the dragon knights in defense of their lands


and herds is matched only by the fury and tenacity of the
dragons upon which they ride.

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)

May upgrade one Dragon Knight to a Knightsinger

5 pts

The Knightsinger may take items from the Beastsinger Ensemble list.

The Chieftain may take items from the Melee Weapons and/or Knightly
Vestments lists.

The Chieftain may be given the Spirit Choir special rule

15

15 pts per model

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.

While wandering in the wilderness of KurLiras, she came


across an entire clutch of unhatched and unattended Drake
eggs. Watching the eggs for days without sleeping, Meinly
guessed that the queen which laid the eggs must have been
killed along with her flight, so she determined to see them all
safely hatched. After a frantic hatching, with Meinly standing
in for the drake flight which would normally be in attendance,
the little drakes were all hatched and fed safely. Most of them
flew off on their own, but a small flight the ones who had
been nearest Meinly during the hatching, stayed with her and
adopted her as a surrogate mother.

This was rather unfortunate for Meinly, who at a very young


age discovered a distinct aptitude for music and a strong talent
for calming the many beasts of her kindreds herds. It was
obvious to all by Ya-nus that the child was destined to be a
beastsinger, perfectly suited, but he would not yield.

Eventually, Meinly found her way to another, far less


hidebound group of Dragon Knights, a kindred known as Beindan. FayLar, the chieftain of her new kindred, petitioned the
Dragon King of KurLiran to allow them to adopt her as one of
their own. Their petition was granted, and after undertaking
many years of training she was finally allowed to realize her
true potential as a beastsinger for her new kindred.

After others of the kindred, including Meinlys mother,


petitioned Ya-nus to allow her to follower her apparent destiny,
he forbid her from ever singing or playing music, and declared
that she would be banished from the kindred if she ever
attempted to use her beastcalming abilities. Rather than endure
such a punishing stifling of her natural gifts, Meinly ran away,
banishing herself into exile.

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)

Drakesinger: Meinly is constantly


accompanied by her small flight of
drakes, which she has trained well to aid
her kindred in their herding duties. In
battle, they keep close watch over
Meinly and her fellows, harrying their
opponents with small gouts of flame and
raking them with their sharp claws.
As long as Meinly is in play, she and
every model in her unit are treated as if
they were accompanied by a Hunting
Drake as described in the Wargear
section. In addition, Meinly is treated as
having Flaming Breath which she may
fire in addition to her normal Shooting.
Furthermore, any unit of Drakes within
6 of Meinly at the start of the Assault
Phase gains the Rage special rule for the
remainder of the turn.

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

15 pts per model

60
POINTS

GATE WARDEN KINDRED


A rare few Exodites do not share their kinds typically high
level of empathic connection to the natural world and its
myriad creatures. Without this connection, these individuals
find the normal life of the Exodite tribes to be dull and
unfulfilling, as well as rather difficult, and will seek out the one
calling truly befitting of this lack of affinity the gate wardens.
Gate wardens live apart from other Exodites, standing silent
watch over the webway gates that connect their worlds with the
rest of the scattered Eldar race and the galaxy as a whole.
Despite the relative safety of webway travel, there are still
various threats that may emerge from these gates, and it falls
to the ever vigilant gate wardens to defend these vulnerable
portals from the many terrors that threaten to emerge and
engulf their worlds in the flames of war.

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

15 pts per model

Any model may replace their hunting blade with a poisoned blade

3 pts

Any model may replace their wraithbow with a shuriken catapult

free

Up to three Gate Wardens may take a star bolas

5 pts

May upgrade one Gate Warden to a Gatekeeper

5 pts

The Gatekeeper may take items from the Warden Gear list.

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

warriors and, for a while at least, enjoy the freedom of mind


which is impossible on the Craftworlds. Some will settle
permanently amongst the Exodites, or upon some uninhabited
world, becoming the first settlers of a new Eldar colony. To the
Exodites the Outcasts are strange romantic figures, the masters
of a hidden lore and way of life which is arcane and archaic.
They bring skills which the Exodites value highly, and are
always made welcome in the courts of the tribal Exodites.

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

15 pts per model

19

65
POINTS

NOBLE KNIGHT KINDRED


The noble kindreds are the ruling class of the Exodites, with
each kindred holding sway over a number of dragon knight
kindreds as well as owning their own lands and maintaining
their own herds. Through ties of blood and lineage, the noble
kindreds are able to influence the chieftains of the dragon
knights, helping to keep their rivalries down to an acceptable
level of hostility and ensuring a generally peaceful political
climate on the Exodite worlds.

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

Due to their position of authority and responsibility, the noble


kindreds are expected to be among the first to respond in times
of need, such as an invasion by outsiders. To ensure they are
prepared, the noble knights spend a good deal of their time
training and honing their abilities. As a result, the noble
kindreds are amongst the most potent and experienced
warriors on an Exodite world.

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

18 pts per model

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

Any Noble Knight may be given a shield of champions

5 pts per model

The entire Kindred may be given any of the following:


dragonheart helm
dragonhide cloak

3 pts per model


5 pts per model

The entire kindred may ride trichedon mounts

May upgrade one Noble Knight to a Noblesinger

The Noblesinger may take items from the Beastsinger Ensemble list.

If a Detachment or Formation includes an Exodite King, Dyann AlAthar or


Lir'Kurom Frte, one Baron in the Detachment may be upgraded to a First
Knight
5 pts

The Baron or First Knight may take items from the Melee Weapons and/or
Knightly Vestments lists.

The Baron or First Knight may be given the Spirit Choir special rule

10 pts per model


5 pts

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.

A dragon knight shares a strong empathic bond with his


dragon mount, making them a formidable team in combat.
However, the attachment that grows from such a strong bond
can be powerful and deep, and the severing of that bond
devastating. It is not uncommon for an Exodite who has lost his
dragon in battle to descend into a despairing grief, drifting
away from his kindred and seeking an honourable death,
4worthy of the memory of his fallen companion.

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

Up to three Sundered Knights may take a star bolas

21

20 pts per model


5 pts

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

Though not particularly fast or agile, a herd of trichedons is


capable of building up a tremendous amount of momentum,
plowing through nearly anything in their path and shaking the
earth with their thunderous, stomping gait.

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.

20 pts per model

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.

While most Exodite kindreds are concerned with the cultivation


of their crops and defense of their own herds, there are a small
number of kindreds on each world who concern themselves
with a larger scope of protection and vigilance. These kindreds
are known as herdkeepers, and they are charged with
patrolling the Exodite worlds, keeping watch over the other
kindreds and their herds and warning them of danger, whether
it be predators, natural disasters or invasion by outsiders.

More so than even the other kindreds, the herdkeepers share


an extremely strong empathic bond with the creatures of their
worlds, and some are even able to tame and ride pterosaurs.
These large winged beasts bear the herdkeepers aloft to ride
on the back of the wind, gaining a significant aerial advantage.

In order to fulfill their duties, the herdkeepers rely on the


support of the other kindreds in the form of food, clothing and
other necessities. In return, they keep watch over the travelling

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)

Any model may replace their wraithbow with a shuriken catapult

free

Up to three Herdkeepers may take a star bolas

5 pts

The entire kindred may ride pterasaur mounts

10 pts per model

May upgrade one Herdkeeper to a Herdsinger

The Herdsinger may take items from the Beastsinger Ensemble list.

The Herdwarden may take items from the Warden Gear list.

The Herdwarden may be given the Spirit Choir special rule

23

17 pts per model

5 pts

5 pts

40
POINTS

WAR WALKER KINDRED


While most Exodites ride dragons when guiding a herd or
engaging in battle, some prefer to mount up on tall, graceful
and deadly bipedal vehicles known as war walkers. What these
machines lack in armour, they make up for with hard-hitting
weaponry and manoeuverability. This makes them well suited
both to herding dragons and acting as scouts and weapons
platforms in battle. However, the pilot of a War Walker is not
without protection, for the vehicle is equipped with an array of
force fields that blur and distort its outline, making it as least
as safe as a fully enclosed vehicle. Often the first thing an
enemy will know about the presence of an Exodite force is a
ripple in the terrain ahead followed by a blistering firestorm
that efficiently eliminates the observer.
Being lightly built, squadrons of War Walkers rely on the use
of their ranged weaponry to neutralise threats in order of
priority. To aid them in herding dragons, Exodite War Walkers
are invariably armed with either a shock lance or laser lance,
which is backed up by a heavy weapon of some sort. They are
quite effective in battle, owing to extremely advanced support
systems, including piloting failsafes in the form of spirit stones.
It is said that during battle the pilot of a War Walker enters a
kind of meditative state. He becomes one with his craft, the
machine effortlessly stalking through terrain as its twin
weapons scythe through the foe. The sheer rate of fire a full
squadron of War Walkers can provide is often enough to
obliterate an entire platoon of enemy troops in a single volley.
Armour

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

40 pts per model

Any War Walker may upgrade their shock lance to a laser lance

10 pts

Each War Walker must be equipped with one of the following:


Eldar missile launcher with plasma & starshot missiles
. add flakk missiles
Scatter laser
Shuriken cannon
Bright lance

20 pts
10 pts
20 pts
15 pts
20 pts

The entire kindred may be given ghostwalk matrices

10 pts per model

Any War Walker may be given any of the following:


Spirit stones
Holo-fields

10 pts per model


15 pts per model

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

Though small, drakes are among the more intelligent creatures


that inhabit the Exodite worlds. Their flights, invariably led by
the fertile female queen, display a level of coordination
unrivalled by any other non-sentient creature known to the
Eldar. Of the beasts which answer the call of the beastsingers,
the drakes do so the most willingly, and are likely to continue
helping their friends even if the beastsingers are incapacitated.

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

20 pts per model

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 drakes are enormous creatures which closely resemble


their much-smaller drake cousins. A typical adult will be
between twelve and twenty meters in length from the end of its
long snout to the tip of its sharp-bladed tail, with a wingspan
of roughly ten to fifteen meters. Like its smaller kin, the great
drake is very intelligent, and capable of breathing gouts of
searing flame, though its version is quite a bit hotter!

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

May be given jump jets

15 pts

May be given one of the following:


Knightlance, missile pod, pulse cannon or suncannon
Scattershield

30 pts
15 pts

May be given one of the following:


Shuriken cannon
Scatter laser or starcannon

15 pts
20 pts

If upgraded to a Towering Destroyer, may also be given up to two of the


following:
Knightlance, missile pod, pulse cannon or suncannon
Scatter laser or starcannon
Scattershield or shuriken cannon

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.

The Exodite kindreds guide vast herds of these enormous


creatures over their lands, leading them to feeding grounds
and protecting them from the various predators that stalk the
jungles of their verdant worlds. The Exodites rely on the
megadons flesh for meat and leather, on their bones for tools

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).

For every two wraithbows taken, up to one wraithbow may be upgraded to a


flamer at 5 points each.

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

In the desperation of battle, the Exodites are sometimes able to


call upon the dubious aid of nearby carnosaurs, sending them
crashing into the ranks of the enemy to sow confusion and fear
as they search hungrily for something edible. The risk here is
that, due to the carnosaurs volatile temperament and limited
intelligence, they are very difficult to control. There have been
occasions when an Exodite warhost has been caught unawares
as a carnosaur turns upon them rather than their foes.

Sv
3+
3+

Unit Type
Monstrous Creature
Monstrous Creature

Unit Composition
1 Young Carnosaur

WARGEAR
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)

Territorial: Carnosaurs are highly territorial, unwilling to share their chosen


hunting grounds. Their natural urge is to chase off or kill any potential competition,
especially creatures their own size or larger.

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.

Apex Predator: Carnosaurs are


among the largest and most dangerous
predators on the Exodite worlds,
capable of killing even the largest
megadons and drakes with their
powerful, tooth-filled jaws and sharp
claws.

OPTIONS
May be upgraded to an Adult Carnosaur

Whenever a model with this special


rule rolls a 6 To Wound in close
combat, that Attack has the Instant
Death special rule.

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.

Sailbacks are another of the exotic species of large reptiles


that are common to many Exodite worlds. They are
characterized by the tall, sail-like crest that stands out along
their backs. Possessed of the same naturally tough hides as
many of the other beasts found on these worlds, the Sailbacks
are made even more dangerous by their ability to produce
corrosive poisons which they can spit at distant targets.

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

30 pts per model

The entire pack may be upgraded to Firemouths, replacing their corrosive spit
with firemouth spit
10 pts per model

Corrosive Bite: The bite of a Sailback or Firemouth is infused with their corrosive
venom, seeping through armour and eating away at flesh.
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.

stand. Pouring out of the jungle, the massed ranks of dragon


knights charged the Ork lines. For a time the Orks wavered,
but soon they turned back and threw themselves into the fray
with a deafening communal roar. It appeared that the Exodites
would find nothing but death on the field of battle this day, and
that their world would be lost and the spirits of their ancestors
abandoned to the depredations of the Orks, or worse.

After many years of relative peace and prosperity, the world of


Main-Kurnou fell under the gaze of the Ork Warlord Uzgrubb,
who delighted in the chance to despoil the verdant world and
subjugate its feral and seemingly primitive population of
pointy-eared lizard-riders. His Waaagh! struck swiftly and his
Orks offered no quarter as they brutally slaughtered the
Exodites and their herds alike.

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.

LirKurom fought bravely during the initial struggles, but he


was separated from his kindred during a battle and left behind,
fighting his way through the Ork hordes. He lost his dragon
along the way, and though it grieved him deeply, still he fought
on, until he was at last alone in the jungle, the Orks having
moved on. Unsure of what to do next, LirKurom knelt at a
nearby plinth of wraithbone, an extension of the World Spirit
to the surface of the world, and prayed for guidance from his
ancestors. As he did so, he heard a mighty roar from
somewhere nearby, then saw a huge carnosaur stalking
through the trees. It caught sight of him, and turned his way

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)

Beastcalmer: LirKurom Frte is hailed as the most empathic Beastsinger ever to


live. His connection to the various beasts of his world is unparalleled.

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.

Lir'Kurom Frte may never attempt a Look Out, Sir! roll.


WARLORD TRAIT
Master of Monsters

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

Handling these titanic monsters in the midst of combat often


requires the combined efforts of an entire kindred of Exodite
warriors, though this is a small price to pay for the
combination of firepower and psychological effect that a
colossal megadon can bring to bear on the enemy. The sight of
such a tremendous beast is enough to send all but the bravest
of foes fleeing in blind panic before the many guns mounted to
its fighting platform even begin to fire.

Sv
3+

Unit Type
Gargantuan Creature

Unit Composition
1 Colossal Megadon

WARGEAR
Natural Weapons (pg 43)
Scaly Hide (3+) (pg 45)

Defensive Fire: A colossal megadons is crewed by an entire kindred of Exodites,


many often armed with wraithbows to defend their enormous mount from close
assault by enemy troops.

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

May be given up to ten wraithbows at 5 pts each.

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

On most Exodite worlds, only a handful of trained pterasaurs


live long enough to reach such massive proportions. A few
worlds, however, boast much larger populations of these
tremendous flying beasts flocks of them blotting out the sun
as they swarm in defense of their worlds.

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

May be given up to six wraithbows at 5 pts each.

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

There are some great beasts, however, that manage to avoid


such a fate. Perhaps their chosen hunting grounds never bring
them to the notice of the migrant tribes. It is quite unusual, but
not unheard of in times of great need for the Beastsingers to
attract one of these extremely powerful and dangerous
creatures to fight alongside them, though they risk shifting the
beasts attention to their lands when war has ended.

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.

The Exodites are masters of the dangerous environments on the


hostile worlds they call home. When they move to do battle in
defense of their homes, they will often lead the enemy into key
positions in or near the dense jungles to which they are
accustomed, which their foes often find very difficult. Their
Worldsingers are even able to cause rapid growth, quickly
summoning an overgrown copse where nothing grew before.

Composition: 1-3 sections of Verdant


Jungle at 15 pts per section.
Each section of Verdant Jungle is
represented by an area of jungle trees,
vines, etc. covering an area at most 6"
long by 6 wide.
Each section of Verdant Jungle must
be placed within 12 of another
section of Verdant Jungle from the
same Fortification choice.
Terrain Type: Difficult Terrain.

SPECIAL RULES
Overgrown Undergrowth: Unless otherwise noted, when a piece of Verdant Jungle
terrain is placed, roll a D3 to determine its Density. Models on the base of a Verdant
Jungle model receive a cover save, regardless of whether or not they are 25%
obscured. The cover save conferred by the Verdant Jungle, both for models in it and
models in cover behind it, is based on its Density. (See table below.)
Very Difficult Terrain: If a unit wishes to move into or through a Verdant Jungle,
they must apply a Move Penalty based on its Density. (See table below.) The Move
Penalty is subtracted from the total distance the unit rolls on its Difficult Terrain Test,
to a minimum of 1. Furthermore, this Move Penalty is in addition to the existing
penalty for charging through Difficult Terrain (which is normally -2), and any total
roll of 0 or less will result in a failed charge. Note that units which are not slowed by
Difficult Terrain are not slowed by Very Difficult Terrain either.
Density
1
2
3

35

Cover Save
5+
4+
3+

Move Penalty
0
-1
-2

25
POINTS

WORLD SPIRIT NODE


When a battle takes place near a world spirit node, the
Spiritsingers and Worldsingers are able to extend the reach of
their powers by communing with the standing stones, their
songs carrying across the psychic link and joined by the eerie
sound of a ghostly choir of Exodite spirits that flock to the
sound of the songs, lending their strength to the singers own
in defense of their world and its world spirit.

The world spirit is a complex psychic energy grid which


extends under the entire surface of every Exodite world,
stretching between the tribal barrows, stone circles and
standing stones. These important places are where the spirit
world and the material world can interact, where the spirits of
the dead can flow together, and where the living can talk to the
dead if they have the power.

Composition: 1-3 World Spirit Nodes


at 25 pts each.
Each World Spirit Node is represented
by a standing stone roughly 2 tall on
a 40mm base.
Each World Spirit Node may be
placed separately anywhere you are
allowed to deploy your fortifications.
Terrain Type: Battlefield Debris.

SPECIAL RULES
Ancestral Spirits: The spirits of the Exodites ancestors flow through these nodes,
their voices lending courage to their descendants and kin, and whispering terrible
secrets to their foes. Units with the Exodites, Harlequins, Eldar and Dark Eldar
Factions add +1 to their Leadership while they are within 2 of a World Spirit Node.
Units from any other Faction suffer a -1 penalty to their Leadership while they are
within 2 of a World Spirit Node.
Psychic Focus: A psyker with the Exodites faction within 12 of a World Spirit Node
may determine line of sight and measure range from any point on the World Spirit
Node rather than from their own position when declaring a target and resolving the
effects of any psychic powers they cast. Only a single psyker may use the Psychic
Focus rule of a given World Spirit Node each turn, and a psyker may not use more
than one World Spirit Node as a Psychic Focus each turn.

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.

When the Exodite King rides to battle, he is generally


accompanied by a cadre of heroic nobles and advisors, the best
a brightest his world has to offer. Exodite society is a feudal
hierarchy of tribes led by strong leaders, who in turn owe
fealty to strong nobles, who look to the king himself. Honour
and glory are respected, and the greater the heroes that lead
the kindreds, the more fiercely they will fight in turn.

FORMATION:

1 Exodite King 1

1 Spiritsinger 2

1 Worldsinger

1-3 Kindred Princes

1 Noble Knight Kindred

Dyann AlAthar or Lir'Kurom Frte


may be taken in place of the Exodite
King.

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.

ElIysa Ishmal may be taken in place of


the Spiritsinger.

RESTRICTIONS:

All models in this formation must


be deployed as a single unit, and
none of the Independent Characters
may leave the unit.

The Baron of the Formations Noble


Knight Kindred must be upgraded
to a First Knight.

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...

Although carnosaurs are solitary and territorial creatures and


will generally attack even others of their kind, they do
occasionally pair up to mate. Curiously, once a pair of
carnosaurs has come together in this way, they will usually
remain together until after their offspring have matured
enough to begin hunting on their own.

FORMATION:

2 Adult Carnosaurs

1-3 Young Carnosaur

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:

All models in this formation must


be deployed as a single unit.

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.

The invaders are often caught off guard by the sudden


onslaught and unexpected ferocity of the native beasts, buying
precious time for the Exodites to bring additional forces to
bear against their foes. These tactics have seen more than one
invasion stalled before it could even begin, as the arrival of the
dragon knights turns confusion to rout and withdrawal.

SPECIAL RULES

FORMATION:

1 Herdmaster

1-3 Herdkeeper Kindreds

0-1 Gate Warden Kindred

1-2 Raptor Packs

1-2 Drake Flights

1-2 Trichedon Herds

1-2 Sailback Packs

1-5 Megadons

0-1 Carnosaur 1

0-1 Colossal Megadon, Immense


Pterasaur or Massive Carnosaur.

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.

A Carnosaur Pack Formation may be


taken in place of the Carnosaur.

RESTRICTIONS:

The Herdmaster must be given the


Beastsinger special rule.

All Herdkeeper Kindreds


include a Herdsinger.

Megadons from this Formation may


not take any options except to
upgrade their size to Medium or
Large.

Colossal Megadons from


Formation may not take
options.

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.

The Warlord has the Counter-Attack, Crusader and Rampage


special rules. In addition, the Warlord must always accept a
challenge whenever possible he may not refuse it or allow
another character to accept it.

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

EXODITE SPECIAL RULES


Special rules that are unique to particular units or Formations are presented on their datasheets. Other, more common, rules are simply
listed by name these are described in full in the Special Rules section of Warhammer 40,000: The Rules.
DRAGONHIDE
The various fighting beasts and riding mounts used by the
Exodites possess thick, scaly hides which are very resilient.

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.

A model with this special rule has a 6+ Invulnerable Save.

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.

A model with this special rule is not slowed by difficult terrain


and does not suffer the penalty to its Initiative for charging
through difficult terrain, provided that difficult terrain is made up
of jungle or forest terrain. Models with this special rule also
automatically pass Dangerous Terrain tests caused by jungle or
forest terrain. In addition, models with this special rule also have
the Stealth (Jungle, Forest) special rule. (Jungle and Forest
terrain is defined as any terrain type made up predominately of
trees, bushes and/or other plants, such as a Verdant Jungle or a
Twisted Copse.)

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.

KING OF THE WORLD


An Exodite King holds sway over an entire world, his word is
law and his is the responsibility for the lives of his people.
No Detachment or Formation may ever include more than one
model with this special rule. If your Primary Detachment
contains a model with this special rule, that model must be your
Warlord.

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.

A model with this special rule may attempt to sing a Harmony


once per turn, as described in the Spiritsinger Repertoire rules. A
model with this special rule is not a Psyker unless they also have
either the Psyker or Psyker Unit special rule.
THUNDEROUS CHARGE
Some of the beasts used by the Exodites in battle are large and
ponderous, but are capable of building up an incredible
momentum, smashing nearly anything in their path.

Any unit entirely composed of models with this special rule


which has been reduced to 50% or less of its starting number
may re-roll all failed Morale and Pinning tests. In addition, any
unit entirely composed of models with this special rule gains the
Stubborn special if there is one or more Independent Characters
with the Kindred Spirit special rule joined to the unit and it has
been reduced to 50% or less of its starting number. Do not count
any Independent Characters which have joined the unit for either
the starting number or current strength of the unit.

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.

Like their smaller cousins, the great drake is able to breathe


gouts of searing flame. Naturally, the flame produced by such a
large creature is quite a bit more potent, and is capable of being
sprayed over a large area, hurled as a great fireball or focused
on a single target to varying effects.

Bright Lance
Knightlance
Pulse Cannon
Scatter Laser

Breath weapons are Flamer weapons for the purposes of any


special rules that interact with Flamer weapons as described in
Warhammer 40,000: The Rules.
Range
Fiery Breath
Blazing Breath
Dispersed
Fireball
Focused

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

Eldar Missile Launcher


Eldar missile launchers are elegant and well-balanced. They use
complex chambered pods that contain several different kinds of
ammunition, all but eliminating the need to reload in battle.
Range
48
48
48

Type
Heavy 1, Lance
Heavy 1, Lance
Heavy 3
Heavy 4, Laser Lock

Ranger Long Rifle


Ranger long rifles are precision implements designed for sniper
fire. So armed, a Ranger can hit an enemys eye socket at a
thousand paces.

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.

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

Laser Lock: If a model is firing one or more weapons with this


special rule and also one or more other weapons, roll To Hit with
the weapon(s) with the Laser Lock special rue first. If the Laser
Lock weapon(s) causes one or more hits, treat all weapons on the
same model yet to fire this phase as being twin-linked for the rest
of the phase. Note that all of the hits caused by the firers
shooting attacks are still resolved simultaneously.

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

Bladestorm: When a weapon with this special rule rolls a 6 To


Wound, the target is wounded automatically and the Wound is
resolved at AP2.

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

A model armed with drake arrows and/or swarm arrows may


either fire their wraithbow normally, or use the profile given
above for their special ammunition.

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.

Melee, Impact, Concussive

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.

Impact: In any Fight sub-phase in which the wielder is engaged


but has not charged, this weapon uses the profile of a close
combat weapon instead of the melee profile above.

Hunting Blade

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

Reserved for only the most skilled members of the Exodite


nobility, a dragonheart helm is both a badge of honor and a
protective ward. The psychic matrix in the helm allows the
wearer to redirect fatal blows to merely glance off their armour.

Used to protect precious Eldar war-constructs, a scattershield is


a gigantic fan-shaped shield generator that converts the energy
of incoming attacks into a blinding spray of multicoloured light.

A model wearing a dragonheart helm may always take their


armour save against weapons of AP 3 or worse. Weapons of AP
2 or better negate their armour save as normal. Note that this
does not improve their armour save, it merely allows them to roll
an armour save when it might normally have been negated.

The bearer has a 5+ Invulnerable Save. Whenever the bearer


passes one or more saving throws using its scattershield, all units
(friend and foe) within 6 must test as if they had just been hit by
a weapon with the Blind special rule even those that are
engaged in close combat. A unit that passes the Initiative test is
immune to the Blind rule for the rest of the phase.

Dragonhide Cloak

Trichedon Mount

Many members of the Exodite nobility wear cloaks made of


toughened dragonhide, usually the skin of a megadon. The
process for creating these cloaks is long and complicated, as the
dragonhide is very tough but must be made supple as well in
order to be worn as a cloak.

Some Exodites eschew the swifter dragon mounts preferred by


most of their kind in favor of the tremendous strength and
stamina offered by trichedons. Though slower and more taciturn
than dragons, they are still formidable mounts capable of
crushing lesser creatures under their massive forms.

A model wearing a dragonhide cloak increases their dragonhide


invulnerable save from 6+ to 5+.

A model mounted on a Trichedon gains the Thunderous Charge


special rule but resolves their Hammer of Wrath Attacks at a
fixed Strength of 5. A unit which contains any models mounted
on Trichedons may not Run. All other rules for Heavy Cavalry
apply to them normally.

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.

A model with a gyrinx may re-roll any rolls of 1 when making a


Psychic Test. A gyrinx is too small to be individually targeted,
and may not be attacked in any way. It is removed along with its
owner.

Hunting Drake
Some fortunate Exodites are able to spirit an unhatched drake
egg away from its carefully guarded nest, raising the hatchling
as a pet and hunting companion. The primal intelligence and
friendly nature of these creatures, coupled with the empathy of
the Exodites, allows them to form a strong bond with their owner
and to coordinate well on the hunt or in battle.

A model carrying a shield of champions has the Feel No Pain


(5+) special rule.

Tear of Isha
These ancient artifacts once allowed the Eldar to speak directly
with the goddess Isha after the great barrier was set between
gods and mortals. A measure of her power remains within,
aiding the Spiritsinger in drawing on the powers of the Eldar
deities and protecting their companions from harm.

A model with a hunting drake gains +1 to both their Initiative


value and their Attacks, and counts as being equipped with
Assault Grenades when charging into close combat. A hunting
drake is too small to be individually targeted, and may not be
attacked in any way. It is removed along with its owner.

A Tear of Isha is treated as a Psychic Hood. In addition, a model


with a Tear of Isha may attempt to generate additional Warp
Charge points during the controlling players Psychic Phase. Roll
a D6, and consult the chart below:

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

1 additional Warp Charge point is generated

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

D3 additional Warp Charge points are generated, but the


Tear of Isha is temporarily drained of its power and may
not be used as a Psychic Hood or to generate additional
Warp Charge points for the remainder of the battle.

EXODITE VEHICLE EQUIPMENT


Ghostwalk Matrix

Power Field

A ghostwalk matrix utilises the knowledge and wisdom contained


within a spirit stone to guide the vehicle on its path.

Power fields reroute a portion of the vehicles energy supply to


project a glimmering shield of protection around the vehicle.

A vehicle with this upgrade has the Move Through Cover special
rule.

A model with a power field has a 5+ invulnerable save.

Spirit Stones

Holo-fields

Some Eldar vehicles incorporate large spirit stones with a


captive animus that can control the vehicle should it be disabled.

Harnessing kinetic energy to distort the vehicles silhouette,


holo-fields prevent the foe from targeting vulnerable areas.

A vehicle with this upgrade ignores Crew Shaken results on a


roll of 2+ and Crew Stunned results on a 4+. Roll immediately
when the result is suffered.

A vehicle with holo-fields has a 5+ invulnerable save unless it is


immobilised.

ARMOUR
Knight Armour

Scaly Hide

The armour worn by Dragon Knights is made of thick armoured


plates which are light but tough, with an underweave of psychoreactive material that reacts to the movement of the wearer. This
combination provides excellent protection for the wearer, while
still allowing a full range of movement.

Many of the beasts of the Exodite worlds are covered in thick,


scaly hides that offer nearly as much protection as many types of
armour, and are often even better at deflecting the lesser blows
of more mundane weaponry and attacks.
Scaly Hide confers an Armour Save equal to the number shown
in brackets. For example, Scaly Hide (4+) would confer a 4+
Armour Save. Models with Scaly Hide may re-roll all rolls of 1
when making Armour Saves against Wounds with no AP value.

Knight Armour confers a 3+ Armour Save.

Mesh Armour
Mesh armour is comprised of thousands of tiny pieces of
thermoplas that harden on impact to form effective, lightweight
armour.

Warden Armour
The armour worn by Gate Wardens and Herdkeepers is similar
to that of the Dragon Knights, but lighter and even more flexible.

Mesh Armour confers a 5+ Armour Save.

Warden Armour confers a 4+ Armour Save.

Rune Armour
Eldar psykers fashion themselves elegant armour decorated with
runes that offer protection against attacks both spiritual and
physical in nature.
Rune Armour grants the wearer a 4+ Invulnerable Save.

45

RELICS OF THE EXODUS


These artefacts are items of incredibly rarity, ancient treasures that were carried away with the Exodites when they fled the coming
calamity of The Fall. Only one of each of the following relics may be chosen per army.

Celestial Bow

Soulplate Armour

The Celestial Bow is an ancient wraithbow forged in the time


before the fall. A masterwork of the artificers craft, it is both
beautiful to behold, and extremely potent, shining brightly with
the light of the Eldar of old.

A powerful relic of the ancient Eldar empire, Soulplate Armour


is a potent protection against attack, combining the power of
Eldar technology with the strength of the Eldar mind to form a
nearly-impenetrable barrier.

Celestial Bow

Range
24

Strength
4

AP
4

Type
Rapid Fire, Blind,
Master-Crafted, Rending

Soulplate Armour confers a 2+ Armour Save and grants the


wearer a 4+ Invulnerable Save and the Eternal Warrior special
rule.

A model armed with drake arrows and/or swarm arrows may


either fire the Celestial Bow normally, or use the profiles for
their special ammunition, with the addition of the Master-Crafted
special rule.

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

Soulcleave: Each To Wound roll of 6 made by a weapon with


this special rule is resolved at AP2 and has the Instant Death
special rule. In addition, when a model suffers one or more
unsaved Wounds from this weapon, it must pass a Leadership
test or be removed from play.

A model wearing the Mistwalker Shroud gains the Shrouded


special rule. In addition, once per game, at the start of any
friendly Movement phase, the bearer can use the Mistwalker
Shroud to remove themself and their unit from the table, even if
they are locked in combat. They then immediately arrive
anywhere on the board using the rules for Deep Strike.

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.

Scale of the Cosmic Serpent


The unbreakable Scale of the Cosmic Serpent is a relic of ancient
Eldar technology. It takes the form of an ornate shield with a
protective aura capable of reducing the power of an attack,
turning a deadly blow to naught but a scratch.

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.

In peaceful times, the loud, blasting call of the hunting horn is


the herald of the Great Hunt. During times of war, its call rouses
the Exodites and their beasts to hunt their enemies unto death.

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.

All friendly units composed entirely of models with the Kindred


Spirit special rule within 12 of a model with a Hunting Horn at
the start of the Assault Phase gain the Rage special rule for the
duration of that Assault Phase.

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.

All friendly units entirely composed of models with the Kindred


Spirit special rule gain the Hit & Run special rule as long as they
are within 12 of a model with a Crystal Fife

Dirge of Foreboding

All friendly units composed entirely of models with the Kindred


Spirit special rule within 12 of a model with the Prelude of
Hope roll 3D6 and pick any two when taking Morale, Regroup,
Pinning and Fear tests.

The beastsingers verses carry with them a sense of dread and


terror that are difficult for enemies to ignore.

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.

All friendly units composed entirely of models with the Kindred


Spirit special rule within 12 of a model with a War Drum at the
start of the Assault Phase are treated as if they were equipped
with Assault Grenades when charging into close combat.

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.

Fury of the World Serpent is a beam power with the following


profile:
Fury of the World
Serpent

Range
18

Strength
3

AP
6

Type
Assault 1, Strikedown

In addition, any enemy model in either a newly created Verdant


Jungle or a Verdant Jungle which has just had its Density
increased by this power must immediately make a Dangerous
Terrain test. Any affected unit counts as being targeted by this
power and so may attempt to Deny the Witch.

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.

Spiritsingers only suffer Perils of the Warp if they roll three or


more 6s when taking a Psychic test.
MELODIES
Melodies are the primary musical abilities of the Spiritsingers,
and are used in the same way as normal Psychic Powers.
However, it is possible to enhance these Melodies with the
Harmonies described below.

The Warp Charge cost of a Melody is increased by +1 for every


two Harmonies added to it, rounding down. (Note that this means
a Melody with only one Harmony added to it will incur no
additional Warp Charge cost.)
Once all desired Harmonies have been attempted, continue
manifesting the Melody as normal, but with its final effects
modified by any Harmonies successfully added to it.

HARMONIES
Harmonies are lesser musical abilities that the Spiritsinger
teaches to their companions in order to enhance their already
potent Melodies.

Note that Harmonies are not considered Psychic Powers in any


way, but rather a means for nearby models to alter and enhance
the Melody Psychic Powers cast by the Spiritsingers.

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.

Call of the Hunter is a blessing which targets a friendly unit


within 6 (and may be the Spiritsingers own unit). Whilst the
power is in effect, the target unit may Run and Charge in the
same turn.

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.

Cadence of Khaine is a witchfire power with the following


profile:
Cadence of Khaine

Range
12

Strength
5

AP
3

Type
Assault 6, Rising Tempo

Nocturne of Shadow is blessing that targets the psyker. Whilst


the power is in effect, all units shooting at the Spiritsinger or any
friendly unit within 6 of the Spiritsinger do so as if the Night
Fighting rules are in effect. (i.e. the unit may gain the Stealth or
Shrouded special rules, and units more than 36 away may not be
targeted.)

Rising Tempo: For each unsaved wound caused by Cadence of


Khaine, the target unit suffers a further hit at Strength 5 AP 3.
Wounds caused by these hits do not generate additional hits.

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

Vehicles and vehicle squadrons are not affected as above.


Instead, every vehicle in range of the Hymn suffers a single hit
with the Haywire special rule, with no further effects.

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.

This Harmony doubles the range of the Melody it is being added


to. A Crescendo Harmony added to the same Melody casting also
doubles in range.

Refrain may only be added to a Melody that has already had at


least one other Harmony added to it. The effect of this Harmony
is dependent upon which Melody it is added to.

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.

When added to Cadence of Khaine, the witchfire increases


its shots to Assault 9.

When added to Hymn of Asuryan, the nova improves its


profile to S5 AP3.

When added to the Maidens Lullaby, whilst the power is in


effect, the target unit may not Fire Overwatch, Jink, Run or
Turbo Boost. In addition, Characters in the unit suffer a -1
penalty to their Look Out Sir rolls.

When added to the Nocturne of Shadow, units in range of


the power may re-roll any 1s when making Cover Saves.

When added to the Prelude of Fate, you may add an


additional D6 Fate Counters.

When added to the Song of the Forge, you may choose up to


two of the options listed. You may choose the same option
twice if applicable. (For example: if a vehicle squadron
contains two immobilised models, or a vehicle has suffered
two weapon destroyed results, etc.)

If Crescendo is added to a Melody, any friendly units within 6


of the Spiritsinger which are Falling Back may immediately
attempt to Regroup. In addition any friendly units within 6 of
the Spiritsinger which have Gone to Ground may take a
Leadership Test. If the Test is passed, the unit immediately
recovers.
A unit that Regroups or recovers in this way may act normally
afterward as if they had not previously been Falling Back or
Gone to Ground.
Dissonance
The singers are able to combine the tones of their music together
in a way that is unnerving and painful to other psykers.
If a Melody is cast with the Dissonance Harmony, any successful
Deny the Witch rolls must be re-rolled if the unit making the roll
contains one or more models with the Psyker, Psychic Pilot or
Brotherhood of Psykers/Sorcerers special rules, or if a model
wearing a Psychic Hood is making a Deny the Witch roll in place
of another unit.

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.

When this Tactical Objective is generated, nominate one of your


characters with the Kindred Spirit special rule and inform your
opponent of your choice. Score 1 Victory Point at the end of the
game if this character is still alive. Score D3 Victory Points at the
end of the game if this character is still alive and has slain at least
one enemy character in a challenge during the game. Characters
that are not on the table or are Falling Back at the end of the
game count as destroyed for purposes of this Tactical Objective.

Score 1 Victory Point at the end of your turn if at least one


enemy unit was completely destroyed after two or more of your
units with the Exodites Faction successfully charged the unit
during your Assault Phase.
15 Symphony of the Exodus
TYPE: EXODITES
The Spiritsingers and Worldsingers of the Exodites weave their
verses together, creating a symphony that is at once beautiful
and terrible, filling the Exodites with terrible purpose and
instilling dread and confusion amongst their foes.

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.

Score 1 Victory Point at the end of your turn if at least one


enemy character was slain by one of your characters with the
Kindred Spirit special rule in a challenge this turn. Score D3
Victory Points at the end of your turn if the enemy Warlord or
least three enemy characters were slain by your characters with
the Exodites Faction in challenges this turn.

16 Meat for the Beasts


TYPE: EXODITES
As the primitive creatures of partake in battle, they become
blood-crazed and driven to slaughter and consume to foe. The
flesh of the enemy is their well-deserved reward for answering
the call of the beastsingers.

13 Drive Them Off!


TYPE: EXODITES
The Exodites often go to war in defense of their homes, and will
fight bitterly to repel any invaders from their lands and send
them reeling back from whence they came.

Score 1 Victory Point at the end of your turn if at least one


enemy unit was completely destroyed during your Assault Phase
while locked in combat only with units that have the Feral
Instincts special rule.

Score 1 Victory Point at the end of your turn if at least one


enemy unit that was either controlling or contesting an Objective
Marker was completely destroyed during your turn.

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

Inside you will find:


The Exodite Worlds. Information about the
Exodites, the history of their mass exodus, their
way of life and their beliefs.

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

The Exodite Warhost. Information about the


various troops and characters found within an
Exodite Warhost, from the swift and deadly
Dragon Knights, Herdkeepers and various
members of the Exodite nobility to the various
beast herds that accompany the Exodites into
battle against their foes.
Exodite Army List. An army list that allows you
to field your Exodite Warhost in games of
Warhammer 40,000.

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