Codex Eldar Exodites for Warhammer 40 000 5th Edition

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    ELDAR EXODITES By Matthew Forish

    Introduction ??The Eldar Exodites ??

    The Exodus ??Exodite Worlds ??Spirit Stones ??Exodite Society ??Beliefs of the Exodites ??The World Spirit ??

    Exodite Mythology ??The Eldar Pantheon ??The Tears of Isha ??The Swords of Vaul ??The War in Heaven ??The Fall of the Eldar ??

    Forces of the Exodites ??Exodite Special Rules ??Tranquil Beast Reaction Table ??Ferocious Beast Reaction Table ??Exodite Wargear ??

    Unit Entries ??Dragon King ??Dragon Prince ??Dragonsinger ??Kindred Guard ??Spiritsinger ??Dragon Knights ??Dragonwarders ??Noble Knights ??Sundered Knights ??Raptors ??Drakes ??Great Drake ??Trichedons ??Megadon ??Carnosaur ??

    Exodite Army List ??HQ ??Elites ??Troops ??Fast Attack ??Heavy Support ??

    The Exodite Warhost ??HQ ??Elites ??Troops ??Fast Attack ??Heavy Support ??

    Exodites in Competitive Play ??Reference ??

    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 and Necromunda tabletop battle game systems. Youneed a copy of the Warhammer 40,000 5 th Edition Rulebook to use the contents of this document.

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    INTRODUCTIONTHE WARHAMMER 40,000 GAME

    The Warhammer 40,000 rulebook contains the rules you need tofight battles with your Citadel miniatures in the war-tornuniverse of the 41st millennium. Every army has its own codexbook that works with these rules and allows you to turn yourcollection of miniatures into an army organised and ready forbattle. This codex describes the untamed forces of the EldarExodites, details the army, and displays miniatures andconversions that you can collect.

    WHY COLLECT AN EXODITE ARMY?

    A typical Exodite force consists of numerous cavalry units, ableto deliver a fierce and deadly assault en masse, or attack alongan extended front. These powerful units are supported byspecialised units of beasts that can use their bestial abilities totake down tough or numerous opponents. These are likewisebacked up by enormous creatures capable of tearing open abattle tank or bringing down the largest of foes. These strengthsare balanced by the fact that an Exodite army will tend to beoutnumbered by most other forces, requiring their commanderto maneuver them carefully to avoid excessive losses beforethey can reach close combat, where they will generally excel.

    The Exodites are quite an interesting army to play, and not forthe beginner. You will need to convert many of the models forthe army, which requires some skill and much patience.However, there are few sights as breathtaking as a fully-converted and well painted Exodite army taking the field!

    HOW THIS BOOK WORKS

    This codex is split into five main sections that deal withdifferent aspects of the army:

    The Eldar ExoditesThe first section introduces the Eldar Exodites and their part inthe Warhammer 40,000 universe. It includes details of how theyfled from the catastrophic times of the Fall, how they fared afterthese tumultuous times, and the state of the Exodite worlds inthe present time period. It also presents a detailed backgroundon Exodite beliefs and spiritualism, as well as their ways of war.

    Forces of the ExoditesEach and every character, troop type, vehicle, beast andmonstrous creature in the Exodite army is examined in thesecond section. You will find a full description, alongsidecomplete rules and details of any unique powers they possess orspecialist wargear they carry into battle. Also in the section, youwill find a listing of special rules and wargear that apply tonumerous units in the Exodite army.

    Exodite Army ListThe army list takes all of the troops presented in the previoussection and arranges them so you can choose a force for yourgames. The army list categorises the units you can pick into HQ,Troops, Elites, Fast Attack and Heavy Support choices. Eachtroop type also has a points value to help you pit your forceagainst an opponents in a game of Warhammer 40,000.

    The Exodite WarhostIn this section you will see photographs and read details of the

    many conversion possibilities for representing units available tothe Exodite army. Suggestions for color schemes andembellishments may also be found here.

    Exodites in Competitive PlayWhile this codex presents a balanced and playable army list forthe Eldar Exodites, it is by no means official and it is unlikelythat you will be able to obtain permission to use it in atournament or competitive league. While it is by no means theprimary scope of this document, it would be quite a pity tospend a good deal of time lovingly converting and painting abeautiful Exodite army, only to be unable to use it in acompetitive setting if the urge strikes. With this in mind, thefinal section of this codex presents suggestions for fielding thevarious Exodite units as a Counts As force using the rules for standard craftworld Eldar. Note that you will need to own acopy of the official Eldar Codex in order to use the ideaspresented in this section, as no actual rules are given.

    FIND OUT MORE

    This codex is an unofficial supplement for the Warhammer40,000 game system created by Games Workshop. If you wouldlike to learn more about Warhammer 40,000 or any of theirother fantastic games, you should visit their website:

    www.games-workshop.com

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    THE ELDAR EXODITES Living at the edges of the known galaxy, on worlds seeded withlife in ancient days, the Exodites are the most rustic andreclusive 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 Exoditesare the hardiest members of their race, their lives filled withself-imposed hardship and toil, and plagued by conflict againstboth their environment and the myriad enemies who regard theirfertile worlds with envious eyes.

    THE EXODUS

    During the Fall the degeneration of the Eldar did not go whollywithout resistance. Some, the more prescient, began to openlycriticise the laxity of their fellow citizens, and to warn againstthe effect of pleasure cults. Soon the general collapse of societyconvinced even the most resolute amongst them that therewould be no end to the reign of death and depravity. Somedecided to leave the Eldar worlds, and settle new planets free of creeping corruption.

    These Eldar are known as the Exodites. Of all the Eldar racethey were uniquely far-sighted. Amongst a race naturallyindulgent and hedonistic they were reviled as dour fanaticsobsessed with misery and gloom. There were some whose direpremonitions were perhaps yet another form of insanity, simplyone more conceit taken to inhuman extremes. Others weregenuine survivalists who chose exile over degradation anddestruction. In an assortment of spacecraft the Exoditesabandoned their homes. Many died out in open space. Somereached new worlds only to be slain by marauding Orks orslavering predators. Many more survived. For the most part they

    headed eastwards as far away from the main concentration of Eldar worlds as they could reach.

    Upon the fringes of the galaxy the Exodites made new homes.The worlds they settled were savage and life was often hard fora people unused to physical work and self-denial. When thefinal cataclysm erupted most of the Exodite worlds were farfrom the epicentre and survived. Many craftworlds rode out thepsychic shock wave, but the Exodites had already reachedplaces of safety - or else they perished with the rest of their raceand have been forgotten.

    EXODITE WORLDS

    Since they were first settled, the Exodite worlds have notchanged a great deal. The Eldar that live there have learned howto cultivate crops and harvest other natural resources. Thecraftworld Eldar regard the Exodites as rustic and rather simplefolk, vigorous and wild in a way that is quite unlike their ownintroverted societies. In turn, the Exodites regard thecraftworlders 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 havetheir own concerns.

    The Exodite worlds are untamed and often dangerous planets.Mighty rivers roar unchecked over their natural flood plains.Massive forests and jungles stretch over thousands of miles of virgin woodland. The few meager settlements co-exist with wildbeasts of all kinds. The Exodites are too few to disturb thebalance of nature. Their settlements are small and thinlyscattered. Many are occupied only for a few months of the year,because on many worlds the Exodites are nomadic, moving withthe seasons and the herds. They time their migrations so thatthey arrive at their camps in the late summer to collect cropsplanted in the spring, remaining until it is time to plant thefollowing year's crop and move on.

    The wild creatures that inhabit the Exodite worlds are many andvaried. Most of the Exodite worlds are now home to large herdsof megadons and other gigantic beasts. It is likely that these

    creatures are native to the region, but that the early settlersspread them throughout the worlds so that they are nowcommon. The Exodites follow the herds as they graze theendless grasslands of the great plains. By carefully managingthe herds the Eldar live upon them, eating their flesh, drinkingtheir blood and utilising their hides to make clothing and leather.Although this lifestyle is in many respects a primitive one, theExodites have many advanced technologies and are familiarwith all the sophisticated materials used on the Craftworlds. It isby choice that they live as they do, and their way of life hasproven every bit as successful as that of the other Eldar.

    SPIRIT STONESLike their craftworld cousins, every Exodite wears a shining gem or polished stone upon his breast. This psycho-receptive crystalis called a waystone, and is attuned solely tot he mind of its owner. Its purpose is to capture the psychic energy of the Eldar whenit 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 fatemeans 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 spiritrepresents the ultimate horror. In the Warp there is nowhere an Eldar spirit can hide from the predations of Slaanesh; the nemesisof 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 littlewonder that the Eldar prize their spirit stones more than life itself, and will go to incredible lengths to preserve and recover them.

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    EXODITE SOCIETY

    The Exodites are a tribal people. Each tribe, or kindred as theyare known, owes allegiance to a local noble kindred who in turnowes fealty to the planet's Dragon King and his royal kindred.As there are relatively few Eldar there are few territorialdisputes. The kindreds live within substantial areas which easilymeet their grazing and cultivation requirements. Open warsbetween kindreds are rare but skirmishes between rival young

    Dragon Knights are common. Although not openly warlike, theExodites are a robust, self-confident people and they possess thelegendary pride of the Eldar race. Knights frequently try to stealaway a rival's beasts or may attempt to move their herds overthe grazing areas of other kindreds. Such matters are seen aspart of a Knight's training, and the dangers of death or seriousinjury are an accepted part of a young warrior's life. These raidsand occasional deaths do not embitter the kindreds, and it isnotable that no matter how hard fought their disputes might beno Eldar would despoil or steal the crops of a rival kindred eventhough these lie unprotected for months at a time.

    War and battle is not uncommon on the worlds of the Exodites.Ork raids are a constant threat and human settlers are norespecters of Eldar territory. Amongst the most persistent foesare the human settlers of the Knight Worlds which lie closelyintermingled with the planets of the Exodites. The humanKnight Lords are aggressive, warlike people whose determinedindependence makes it impossible for even the Imperium tocontrol them. Like the Exodites they are descendants of ancientsettlers, raised amidst constant danger and proud of theirautonomy. Their fierce war machines are a common sight on theExodite worlds. Battles between these giant war machines andvaliant Exodite warriors are always hard-fought and destructive,but the Eldar are capable of aggression too. They use theWebway to reach the Knight Worlds where their raids are oftenso devastating that entire planets are subsequently abandoned.

    BELIEFS OF THE EXODITES

    While the Eldar of the craftworlds have all but abandoned theworship of the old Eldar pantheon, the Exodites hold to atraditional veneration and worship of these gods and goddesses.Though it is generally agreed that only the Avatars of Khaineand the enigmatic Laughing God survived the great cataclysm,the Exodites teach that some of their gods allowed a smallmeasure of their power to follow them as they fled the Fall.

    Whether this is true or not is uncertain, but it is evident thatthere is some power in the highly musical ceremonies andrituals performed by the Exodites. Some Imperial scholars whoare knowledgeable about such things suggest that perhaps thestrong belief of the Exodites, coupled with the psychic nature of their race and the psycho-reactive nature of the world spirits thatencompass their worlds, produce a powerful psychic resonancethat they tap into on an unconscious level through their prayersand music.

    Music is, in fact, at the very center of the Exodites beliefsystem. It is through music that they invoke the ancient powerof their fallen gods. They perform musical ceremonies andrituals to help them produce more bountiful harvests, guidethem to the richest hunting grounds, and even aid them in battle.Most kindreds will have at least one Dragonsinger, highlyempathic Exodites who use their music to soothe and train themany creatures the Exodites rely on for their daily survival, andlend courage and strength to their fellows when they ride to war.

    Some Exodites are more closely attuned to the psychicresonance of the world spirits, and are able to commune with thesouls contained within through even stranger songs and rituals.These unusual individuals are known as Spiritsingers, and arerevered among the kindreds for their ability to draw on thepower 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. Theyare laid to rest there and their spirit stones are broken upon the altars of the world spirit. Very similar to the infinity circuits of thecraftworlds, 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 thematerial world can interact, where the spirits of the dead can flow together, and where the living can talk to the dead if they havethe 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 thewebway into the world spirits are well hidden and protected. The most potent link in the entire world spirit network is the royalcircle 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 focusthe energy of the world upon that one spot.

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    FORCES OF THE EXODITES This section of the book details the forces at the disposal of anExodite World their weapons, the units, and the historicalspecial characters that you can choose, such as DyannAlAthar the Great Warrior King of Bain -Ish or ElIysaIshmal The Voice of the Mother. Each entry describes theunit and gives the rules to use them in your games of Warhammer 40,000. The rules are broken up into categories:

    Special Rules: These are rules that make each unit exceptional.These always apply to that unit.

    Wargear: Almost all Exodite units have typical wargearmentioned in their description. Some is automatically includedwith that unit, whereas other items of wargear are optional thisis detailed in the army list.

    Melodies and Harmonies: Spiritsingers have access to specialPsychic Powers known as Melodies and Harmonies. Thesepowerful abilities are only usable by Spiritsingers, and they aredescribed in detail in the Spritsinger entry.

    Dragonsongs and Instruments: Dragonsingers sing strangesongs or play finely crafted instruments that have curious effectson their allies and enemies. These strange musical abilities areonly available to Dragonsingers, and they are described in detailin the Dragonsinger entry.

    Though the birth pangs of She Who Thirsts tore through the heart of the old empire, we blessed chosen few, to whom the maidengranted 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 their goddess of dreamsand fortune, known as Lileath. Much is lost in the translation.

    Raise your voices in the song of battle my kinsmen, ridewith 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

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    EXODITE SPECIAL RULES These Special Rules apply to many different units in the Exodite army. They are presented here for convenience, and to avoid needingto repeat them in each unit entry where they are applicable.

    Jungle Born: All Exodite units with this special rule, includingMonstrous Creatures and Vehicles, have the Move ThroughCover special rule, but only in relation to jungle and forestterrain. In addition, Jungle Born models may roll 2D6 andchoose the highest whenever they Run, as long as they begintheir Run move within jungle or forest Terrain.

    Dragonhide: Due to the thick, scaly hides of the variousDragons, all Exodite units with this special rule benefit from a6+ invulnerable save in addition to their normal Armour Save.

    Exodite Beasts: When the Exodites ride to war, they are able tosummon aid in the form of the myriad creatures that flourish ontheir lush worlds. These creatures are collectively known asBeasts. You may include up to one Exodite Beast unit in your

    army for each Dragonsinger also included in the army.

    Beast units will fight for the Exodites just like normal units aslong as they remain within 12" of a Dragonsinger. Any ExoditeBeast unit that is not within 12 of a Dragonsinger at the start of its turn must take a Leadership test. If the test is failed, roll onthe appropriate Beast Reaction table to determine how theBeasts will act. Beast units that are already Falling Back whenthis test is required automatically fail and count as having rolleda Flee result on their respective table.

    Exodite Beasts that have gone to ground roll on the BeastReaction Tables as normal, and will act accordingly if they rollFlee, Lurk or Rampage.

    Exodite Beasts that are Falling Back may always attempt toRegroup as long as they are within 12" of a Dragonsinger and incoherency, even if they are below 50% of their original strengthand/or there a re enemies within 6.

    Tranquil Beast Reaction Table(Trichedons, Drakes, Great Drake, Sailbacks)

    Subtract -1 from rolls on this chart if the Beast unit hasalready fought in Close Combat during the battle.

    D6 Effect

    1-2 Flee: The Beasts find the noise of battle to be tootroublesome and begin to Fall Back. They may notattempt to Regroup unless they begin the Turnwithin 12" of a Dragonsinger.

    3-4 Lurk: The Beasts immediately begin to Fall Back toward the nearest Terrain that will offer them cover.When they arrive they will position themselves as

    tightly as possible inside or behind the Terrain,finding safety in numbers. They may not attempt toRegroup unless they begin the Turn within 12" of aDragonsinger. The Beast unit will defend themselvesin Combat if Charged, and count as being Fearlesswhile they are Lurking. (Beast units that are stillLurking at the end of the battle are treated just likeunits that are Falling Back.)

    5-6 Obey: The Beasts remain loyal to the Exodites, theinfluence of the Dragonsingers remaining strong.The Beasts continue to act normally this Turn.

    Ferocious Beast Reaction Table

    (Raptor Packs, Carnosaurs, Firemouths)

    Add +1 to rolls on this chart if the Beast unit has alreadyfought in Close Combat during the battle.

    D6 Effect

    1-2 Flee: The Beasts find the noise of battle to be tootroublesome and begin to Fall Back. They may notattempt to Regroup unless they begin the Turnwithin 12" of a Dragonsinger.

    3-4 Lurk: The Beasts immediately begin to Fall Back toward the nearest Terrain that will offer them cover.When they arrive they will position themselves astightly as possible inside or behind the Terrain,finding safety in numbers. They may not attempt toRegroup unless they begin the Turn within 12" of aDragonsinger. The Beast unit will defend themselvesin Combat if Charged, and count as being Fearlesswhile they are Lurking. (Beast units that are stillLurking at the end of the battle are treated just likeunits that are Falling Back.)

    5-6 Rampage: The Beasts howl with rage and launchthemselves at whatever looks edible. The Beast unitwill move as quickly as possible toward the nearestother unit, be it friend or foe, and will assault if possible. Any Combats are worked out as normal,

    with the Beast unit being controlled by the opponentof the player whose unit has been Charged. TheBeast unit counts as being Fearless while they are ona Rampage, and will continue to fight and chargeadditional units as long as they are on a Rampage.

    At the start of the Exodite Turn, if a Dragonsinger iswithin 12" of a Rampaging Beast unit and neitherthe Dragonsinger nor the Beast unit is currentlylocked in Combat, the Dragonsinger may take aLeadership test. If he is successful, the Beast unit'sRampage will end and they may be controlled asnormal from that Turn on. If the test is failed, theBeast unit will continue their Rampage.

    Beast units that are still on a Rampage at the end of the battle are treated like units that are Falling Back.

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    EXODITE WARGEAR May weapons and other items of wargear are common to a number of Exodite units. Rather than repeat them in each unit entry, themost common items are presented here for ease of reference.

    Drake Lance: The drake lance is an extremely powerful dragonlance, used only for battle. It is said that a drake lance containsthe fiery breath of a great drake, which may be unleashed on theenemies of the Exodites. On any turn in which they initiate anassault, a model armed with a Drake Lance counts as having aStrength 7 power weapon. In addition, it may be used as aranged weapon with the profile given below. Once per battle,the drake lance may be used as either a flamer or a melta bomb.

    Range: 6 S: 7 AP : 3 Assault 1, Lance

    Dragon Helm: Reserved for only the most skilled members of the Exodite nobility, a dragon helm is both a badge of honor anda protective ward. The psychic matrix in the helm allows thewearer to better deflect incoming fire. A model wearing a

    dragon helm may always take their armour save againstweapons of AP 3 or worse. Weapons of AP 2 or better negatetheir armour save as normal. Note that this does not improvetheir armour save, it merely allows them to roll an armour savewhen it might normally have been negated.

    Dragonhide Cloak: Many members of the Exodite nobilitywear cloaks made of toughened dragonhide, usually the skin of a megadon. The process for creating these cloaks is long andcomplicated, as the dragonhide is very tough but must be madesupple as well in order to be worn as a cloak. A model wearing adragonhide cloak increases their dragonhide invulnerable savefrom 6+ to 5+.

    Dragon Lance: The dragon lance is the most common weaponused by the dragon knights. Consisting of a long, sharply-bladedpole, a dragon lance is capable of delivering a shock strongenough to goad even the largest and most stubborn megadon, orkill a man-sized target. On any turn in which they initiate anassault, a model armed with a dragon lance adds +1 to theirStrength value. In addition, it may be used as a ranged weaponwith the profile given below.

    Range: 6 S: 4 AP: 6 Assault 1

    Hunting Drake: Some fortunate Exodites are able to locate anunhatched drake egg, raising the hatchling as a pet and huntingcompanion. The primal intelligence and friendly nature of thesecreatures, coupled with the empathy of the Exodites, allows

    them to form a strong bond with their owners. A model with ahunting drake gains +1 to both their Initiative value and theirAttacks, and counts as being equipped with assault grenades. Ahunting drake is too small to be individually targeted, and maynot be attacked in any way. It is removed along with its owner.

    Laser Lance: The laser lance is a powerful weapon whichdelivers an intense energy blast at short ranges. On any turn inwhich they initiate an assault, a model armed with a laser lancecounts as having a Strength 6 power weapon. In addition, it maybe used as a ranged weapon with the profile given below.

    Range: 6 S: 6 AP: 4 Assault 1, Lance

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    DRAGON KING A Dragon King is the sovereign ruler of an Exodite World. Hisword is law and the loyalty of his subjects absolute. The DragonKing 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 Dragon Kingsprefer to lead from the front astride their dragon mount, trustingin his subjects to follow his example as he rides forth to battle.

    The Dragon King will often carry some of the most precious andancient equipment available to the Exodites. These will usuallybe relics brought away from the Eldar homeworlds during theExodus, and the power they wield can make him an unstoppableforce in battle.

    When it is time for a new Dragon King to be chosen, he will beelected by the many Barons, Chieftains and Herdwardens fromamong the ranks of the Dragon Princes. This ensures that onlythe strongest and noblest of Exodites will be chosen for thishonourable and crucial role. The choice is carefully weighed ina council that may stretch into weeks of deliberation and debate.

    The outcome of these elections is very important, as a DragonKing will retain his position for the remainder of his life. If acorrupt individual were to somehow be elected, removing himfrom his position would constitute treason and likely precipitatecivil war between his supporters and his opposition somethingthe Exodites would not risk lightly!

    Dragon King

    SPECIAL RULESIndependent Character, Jungle Born, Dragonhide

    Sovereignty: The Dragon King of an Exodite World commandsabsolute loyalty from his subjects, and they trust in him for theirsecurity at all times. All Dragon Princes, Kindred Guard, NobleKnight Kindreds, Dragon Knight Kindreds and DragonwarderKindreds within 12 of the Dragon King may use his Leadershipfor any Morale and Pinning Tests they are required to take.

    WARGEARArmour of Vaul: A powerful relic from before the time of TheFall, the Armour of Vaul 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. Thewearer may take either their normal 3+ Armour Save, or make aspecial Invulnerable Save. Rather than rolling a Save as normal,the special Invulnerable Save requires the wearer to take aLeadership Test. If the Leadership Test is passed, theInvulnerable Save is passed. If the Leadership Test is failed, theInvulnerable Save is failed. In all other respects this is treated asa normal Invulnerable Save.

    Blade of Vaul: An ancient artifact brought with the Exoditesfrom the Eldar Homeworlds, the Blade of Vaul is very potent. Itis said that the blade is so sharp it can cleave the soul from thebody. The Blade of Vaul is a power weapon that adds +1 to thewielder's Strength. If a model suffers any unsaved wounds fromthe Blade of Vaul and survives, it must take a Leadership test atthe end of the assault phase. If the test is failed, the victim isremoved from play with no saves of any kind allowed.

    Shield of Vaul: The unbreakable Shield of Vaul is a relic of ancient Eldar technology, and its protective aura is capable of reducing the power of an attack, turning a deadly blow intominor injury. A model carrying the Shield of Vaul gains the

    Eternal Warrior special rule.

    Vauls Sigil: One of the most potent artifacts brought by theExodites as they fled the Eldar Empire, the Sigil is able toproject a nigh impenetrable aura around its wearer. However, it

    is only capable of storing enough energy for a single use beforeneeding to be recharged upon an Alter of Vaul - a ritualisticprocess that takes days. Once per battle, the wearer may negatea single Wound, regardless of the source. This may be doneafter taking Armour Saves, and may be used against attacks thatcause Instant Death, those that ignore Armour Saves or otherSaves, etc. The Wound is completely negated, as if it neverhappened, so it does not count for Combat Resolution, ForceWeapons, Pinning Weapons, etc.

    WS BS S T W I A Ld Sv6 6 3 3 3 6 4 10 3+

    The Relics of Vaul

    These powerful relics are heirlooms of a forgottenage, brought with the Exodites as they fled theirhomeworlds seeking solace in the unknownwilderness of space. These artifacts glow withpower, increasing in intensity as they are broughtcloser together.

    If the Dragon King is equipped with all four of theRelics of Vaul (the Armour of Vaul, the Blade of Vaul, the Shield of Vaul and Vauls Sigil), then hegains the following additional benefits.

    The Dragon King may re-roll his first failed

    Armour Save during each player turn (but notfailed Invulnerable Saves).

    The Dragon King may add an additional +1 tohis Strength value (for a total bonus of +2).

    The Dragon King becomes immune to shootingattacks of Strength 3 or lower - they simplycannot harm him.

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    DRAGON PRINCE Barons of the wealthiest, most influential noble kindreds areknown as Dragon Princes. These are among the strongest andmost experienced warriors and leaders on an Exodite world, andit is from their ranks that a Dragon King will be elected.

    In times of war, it will fall to the Dragon Princes to lead smallraiding parties or even entire contingents of Exodite warriorsinto battle, under the coordination of the Dragon King and hisroyal kindred.

    Dragon PrinceSpecial RulesIndependent Character, Jungle Born, Dragonhide

    DRAGONSINGER Dragonsingers are very important to the Exodite kindreds. They

    are highly empathic and have an affinity for the variouscreatures that the Exodites ride and lead into battle. They areable to keep these beasts under control in the confusion of combat, directing them against their foes in defense of theirworlds. Dragonsingers are also able to use their abilities tocreate powerful, musically-based psychic effects that can bolsterthe Exodites in battle and hamper their foes.

    During times of relative peace and harmony, the Dragonsingersare responsible for ensuring that the proper musical rituals areperformed at various times throughout the harvest and hunting

    cycles. Their music is intended to invoke the power of their

    fallen gods to protect their people and guide them to prosperity.

    Dragonsingers are drawn from the various kindreds, and sotheir profile, equipment and special rules are based on the unit they accompany. In addition, they are given either a

    Dragonsong or instrument which they will use to bolster their kindred in battle. The details of these are given below .

    Note that for game purposes Dragonsingers are not considered psykers, and the effects of their Dragonsongs and instrumentsare not considered psychic powers.

    Dragonsongs

    Ballad of the Beast: This powerful Dragonsong weaves its wayinto the minds of the primal beasts that accompany the Exoditesto war, instilling them with a greater sense of purpose and duty.When rolling on the Beast Reaction Table, any Beast unit within24 of a Dragonsinger with the Ballad of the Beast may add orsubtract 1 from their roll.

    Dirge of Foreboding: The Dragonsinger's verses carry withthem a sense of dread and terror that are difficult for enemies toignore. All enemy units within 6" of at least one Dragonsingerwith the Dirge of Foreboding suffer a -1 penalty to their Ld forall Morale and Pinning Tests (to a minimum of 1).

    Prelude of Hope: The lyrics of this Dragonsong remind theExodites of their heritage and destiny as rightful rulers of theirworlds, and the galaxy as a whole. A Dragonsinger with thePrelude of hope allows his unit to roll 3D6 and pick any twowhen taking morale and pinning tests.

    Instruments

    Dragon Harp: In the hands of a skilled Dragonsinger, a dragonharp is capable of creating the sweetest, most pure tonesimaginable. The Exodites find the sound of this music veryheartening. A Dragonsinger carrying a dragon harp allows hisunit to regroup even if below half strength.

    Hunting Horn: In peaceful times, the loud, blasting call of thehunting horn is the herald of the Great Hunt. During times of war, its call rouses the Exodites to hunt their enemies untodeath. A Dragonsinger carrying a hunting horn allows his unit toadd +2 Attacks when charging, rather than the usual +1.

    War Drum: A skilled Dragonsinger is able to beat out acomplicated rhythm on the war drum that is capable of confusing lesser beings, while at the same time lending greatercoordination to the Exodites. A Dragonsinger carrying a wardrum allows his unit to assault as if they were equipped withAssault Grenades.

    WS BS S T W I A Ld Sv5 5 3 3 2 5 3 9 3+

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    KINDRED GUARD The kindred of a Dragon King or Dragon Prince are invariablyamong the most skilled and seasoned warriors the Exodites haveto offer. They will often have access to the most powerfulweapons and armour available.

    When the Exodites ride to war, it is the Kindred Guard who aretasked with protecting their lords as they lead the charge. Theirferocity and determination on the battlefield are matched onlyby their loyalty to their lord.

    KindredFirst Knight

    SPECIAL RULESJungle Born, Dragonhide

    Bodyguard: First Knight is a special position of honor in aKindred Guard. He is tasked with protecting his lord at all costs.Once per phase, if the character leading the Kindred Guardsuffers a wound, it may be allocated to the First Knight. Thismust be done before any saving throws are attempted.

    SPIRITSINGER Some Exodites are more closely attuned to the psychicresonance of the world spirits, and are able to commune with thesouls contained within through strange songs and rituals. Theseunusual individuals are known as Spiritsingers, and are reveredamong the kindreds for their ability to draw on the power of theworld spirit and the knowledge of the ancestors who rest therein.

    Spiritsingers are so rare that they are generally given a highplace of honor among their kind, and most will ride to battleonly when all of the kindreds band together under the banners of

    the Dragon King himself. At other times, they are generallyfound among the stone circles and menhirs of the world spirit,communing with their ancestors in order to better advise andguide the Exodite nobility in the best path for the security andprosperity of their world.

    In addition to being able to commune with the dead, theSpiritsingers are also powerful psykers, able to draw on thepower of the world spirits and their ancient, fallen gods in orderto disrupt and demoralize their enemies.

    Spiritsinger

    SPECIAL RULESJungle Born, Dragonhide

    WARGEARMark of Isha: Some Spiritsingers are marked out by thegoddess Isha in some way. This will generally be a birthmark inthe shape of the tear-laden eye of Isha. These remarkableindividuals benefit from the protection of the goddess power. ASpiritsinger with the Mark of Isha who suffers a Perils of theWarp attack will ignore the attack on a D6 roll of 3+.

    Rune Armour: All Spiritsingers wear a wraithbone breastplateshaped into runic forms that ward off enemy attacks. A modelwearing rune armour has a 4+ invulnerable save. (This is inaddition to their normal 3+ armour save.)

    Singing Spear: The singing spear is a psychically-chargedweapon similar to the witchblade, but it can also be thrown atopponents (it returns automatically to the users hand). Thespear can be used in close combat, but it requires two hands andso the wielder cannot gain the extra attack from an extra handweapon. Like witchblades, singing spears wound on a 2+, butwhen rolling to damage a vehicle they have a Strength of 9.When thrown, singing spears have the following profile:

    Range: 12 S: X AP: 6 Assault 1

    Tear of Isha: These ancient artifacts once allowed the Eldar tospeak directly with the goddess Isha after the great barrier wasset between gods and mortals. A measure of her power remainswithin, aiding the Spiritsinger in drawing on the powers of thegods. A Spiritsinger with a Tear of Isha rolls 3D6 and discardsthe highest roll when taking a Psychic test. You must use thelowest two rolls.

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    WS BS S T W I A Ld Sv4 4 3 3 2 5 2 9 3+

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    Spiritsinger Melodies

    Melodies are the most powerful musical abilities available to aSpiritsinger, and require a great deal of skill and concentrationto sing properly. These are treated exactly like psychic powersin all respects. Unless otherwise noted these powers work asdescribed in the Warhammer 40,000 rulebook, are used at thestart of the Exodite turn and do not require the Spiritsinger tohave a line of sight to the target.

    Hymn to Asuryan: The Spiritsingers song is loud and pure,calling upon the power of Asuryan, the Phoenix King, to smitethe enemy with his wrath. This Melody is used during theShooting phase instead of firing a weapon. The Exodite playerdraws a straight line 3 D6 long extending out from theSpiritsinger in any direction. Any non-vehicle enemy unittouched by this line will suffer D3 S6 AP3 hits. Any target withan Armour Value touched by this line will suffer a glancing hiton a roll of 4 or 5, and a penetrating hit on a roll of 6.Independent characters that have not joined a unit are unaffectedby this power.

    Maidens Lullaby: Drawing on the power of Lileath, themaiden goddess and dreamer of dreams, the Spiritsinger usestheir music to lull the enemy into a sleepy, dream-like state. TheSpiritsinger may target any non- vehicle unit within 24 , whichmust take a Pinning test with a -1 penalty to their Leadership.This power may even affect units which are normally immuneto pinning, and abilities which allow a unit to automatically passpinning or Leadership tests are ignored.

    Nocturne of Shadow: The Spiritsinger intones a complicated,dreamy and pensive tune that draws on the power of the worldspirit to create a supernatural darkness, blotting out the sun tosow confusion among the enemy and provide concealment tothe Dragon Knights as they advance. The Night Fighting rules

    will be in effect until the start of the next Exodite turn. Thispower may not be used on two consecutive turns.

    Prelude of Fate: This song is intended to invoke the power of Morai- Heg in order to influence the fate of the Spiritsingersallies. Nominate one Exodite unit with a model wit hin 6 of theSpiritsinger. The nominated unit gains D3+3 re-rolls that it mayuse for any to hit rolls, to wound rolls, armour saves orLeadership tests. Any unused re-rolls are lost at the start of thenext Exodite turn.

    Spiritsinger Harmonies

    Harmonies are lesser musical abilities that the Spiritsinger mayuse to enhance their already-potent Melodies. These are nottreated as psychic powers, but rather simple special abilities, andso they do not require Psychic tests and may not be affected bywargear or special abilities that affect psychic powers.

    Chorus: The Spritsinger is able to expand and project their

    songs, allowing them to carry further. A Spiritsinger with theChorus Harmony may add D6 to the range of one of thefollowing Melodies each turn: Hymn to Asuryan, M aidensLullaby or Prelude of Fate. If the target is out of range afteraddin g D6, the power automatically fails. (Roll the Psychic testas normal however, as the Spiritsinger may suffer a of Perils of the Warp attack.)

    Dissonance: The Spiritsinger is able to combine the tones of their music together in a way that is unnerving and painful toother psykers. Any enemy psyker within 12 of a Spiritsinger with the Dissonance Harmony must take Psychic tests on 3D6,suffering a Perils of the Warp attack on any roll of 12 or above.

    Refrain: The Spiritsinger is able to weave their music togetherin a repetitive manner, allowing them to invoke their powersmore frequently. A Spiritsinger with the Refrain Harmony mayuse two Melodies per turn. The Spiritsinger may not use thesame Melody twice in the same turn. A Spiritsinger using theRefrain Harmony to use two Melodies in a turn may not also usethe Chorus Harmony during that same turn.

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    DRAGON KNIGHTS Eldar Exodites are virtually born into the saddle, with everymember of a kindred learning to ride a dragon at a very earlyage. For the Exodite kindreds, dragons provide transportation,companionship and a considerable advantage in combat. Eachdragon knight kindred consists of an extended family group of Eldar who work together in mutual support, both in theiragricultural pursuits as well as on the field of battle. The rigorsof life on the Exodite worlds ensure that the Eldar who call themhome are capable warriors. Through defending their herds,participating in inter-kindred rivalries and engaging in ritualisticduels and jousts, the dragon knights hone their skills andsharpen their wits.

    Each dragon knight carries a long and elegant lance with whichthey guide their herd of megadons along the migration trails andprotect them from predators. In times of war, these same lancesare turned upon their enemies, combined with the devastatingeffect of a charging pack of vicious dragons. In a universeteeming with advanced technology and terrible alien horrors, theheavy cavalry of the Exodites remain surprisingly effective.

    The ferocit y of the dragon knights defense of their lands andherds is matched only by the fury of the dragons upon whichthey ride.

    Dragon KnightChieftain

    SPECIAL RULESJungle Born, Dragonhide

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    DRAGONWARDERS While most Exodite kindreds are concerned with the cultivationof their crops and defense of their own herds, there are a smallnumber of kindreds on each world who concern themselves witha larger scope of protection and vigilance. These kindreds areknown as dragonwarders, and they are charged with patrollingthe Exodite worlds, keeping watch over the other kindreds andwarning them of danger, whether it be vicious predators, naturaldisasters or even invasion by outsiders.

    In order to fulfill their duties, the dragonwarders rely on thesupport of the other kindreds in the form of food, clothing and

    other necessities. In return, they keep watch over the travellingherds, warding off the larger predators and assisting the dragonknights in the defense of their charges. They also keep watch forsigns of invasion, dangerous storms, volcanic eruptions andother threats to the Exodite kindreds and their way of life.

    More so than even the other kindreds, the dragonwarders sharean extremely strong empathic bond with the creatures of theirworlds, and some are even able to tame and ride pterosaurs.These large winged beasts bear the dragonwarders aloft to rideon the back of the wind, gaining a significant aerial advantage.

    DragonwarderHerdwarden

    SPECIAL RULESJungle Born, Dragonhide, Scouts, Hit & Run, Skilled Riders

    Way of the Hunter: Herdwardens are the oldest and wisest of the Dragonwarders, and their many long years of experienceallow them to hone their hunting and leadership abilities to arazor edge. The best Herdwardens are able to effectively directthe actions of their fellow Dragonwarders while pursuing theirown separate target. During the Shooting Phase, a Herdwardenmay take a Leadership test. If this test is passed, the Herdwardenmay fire at a different target than the rest of his unit. All otherrules for Shooting apply as normal.

    WARGEARDrake Arrows: Some Herdwardens carry specially preparedarrows that focus their psychic energies into an intense fiery tipthat is capable of burning through nearly anything. AHerdwarden with drake arrows may choose to fire hiswraithbow normally, or using the profile given below.

    Range: 18 S: 8 AP: 1 Assault 1, Melta

    Pterasaurs: Some dragonwarder kindreds make use of speciallytrained pterasaurs as mounts, allowing them to soar over abattlefield and rain death upon their enemies from on high. Aunit of dragonwarders which upgrades their mounts topterasaurs becomes Unit Type: Jump Infantry .

    Swarm Arrows: These special arrows are designed to break apart in flight, splintering into thousands of tiny but potentshards of psycho-reactive material that are capable of decimating lightly-armoured infantry. A Herdwarden withswarm arrows may choose to fire his wraithbow normally, orusing the profile given below.

    Range: 24 S: 3 AP: - Heavy 6, Pinning

    Wraithbow: Exodite wraithbows are crafted from purewraithbone and psychically attuned to their bearer. Hurlingshafts of psychically-charged wraithbone over great distances,wraithbows are deadly in the hands of a highly skilledmarksmen. A wraithbow is a ranged weapon with the profilegiven below.

    Range: 24 S: 3 AP: 6 Rapid Fire, Rending

    WS BS S T W I A Ld Sv3 4 3 3 1 4 1 8 4+3 4 3 3 1 5 2 8 4+

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    NOBLE KNIGHTS The noble kindreds are the ruling class of the Exodites, witheach kindred holding sway over a number of dragon knightkindreds as well as owning their own lands and maintainingtheir own herds. Through ties of blood and lineage, the noblekindreds are able to influence the chieftains of the dragonknights, helping to keep their rivalries down to an acceptablelevel of hostility and ensuring a generally peaceful politicalclimate on the Exodite worlds.

    Due to their position of authority and responsibility, the noblekindreds are expected to be among the first to respond in timesof need, such as an invasion by outsiders. To ensure they areprepared, the noble knights spend a good deal of their timetraining and honing their abilities. As a result, the noblekindreds are amongst the most potent and experienced warriorson an Exodite world.

    Noble KnightBaron

    SPECIAL RULESJungle Born, Dragonhide

    SUNDERED KNIGHTS A dragon knight shares a strong empathic bond with his dragonmount, making them a formidable team in combat. However,the attachment that grows from such a strong bond can bepowerful and deep, and the severing of that bond devastating. Itis not uncommon for an Exodite who has lost his dragon inbattle to descend into a despairing grief, drifting away from hiskindred and seeking an honourable death, worthy of the memoryof his fallen companion.

    When an Exodite world is threatened by attack or invasion fromoutsiders, these pitiable loners will band together as if byinstinct. They sweep out of the depths of the jungle; aidunlooked for, seeking to drive off the invaders. They desire tospare their brethren from their dismal fate and to protect thepeaceful tranquility of their homeworlds. Most of all they wishto lay down their lives in defense of their homes and kin, theirhonorable sacrifice a fitting memorial.

    Sundered Knight

    SPECIAL RULESFearless, Fleet of Foot, Furious Charge, Infiltrate, JungleBorn, The Sundered

    The Sundered: Those who have been driven to despair by theloss of their dragon mount would do anything to prevent othersfrom sharing their fate. If at the start of any Assault phase a unitof Sundered Knights is within 12" of any Exodite unit that isType: Cavalry (or a dragonwarder kindred riding pterosaurs),the Sundered Knights gain the Preferred Enemy and Rage

    special rules until the end of that Assault phase.

    WARGEARPoisoned Blades: Sundered knights will often coat small bladesin poisons derived from the native flora and fauna of theirworlds, the better to sow agony and death amongst those whoseek to harm their brethren and despoil their world. PoisonedBlades are poisoned close combat weapons, wounding on a 4+as described in the Warhammer 40,000 Rulebook.

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    WS BS S T W I A Ld Sv4 0 3 3 1 4 2 8 4+

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    RAPTORS Raptors are smaller, more agile cousins of the dragons ridden bythe 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 easily capable of bringing down a large megadon, or even a carnosaur.

    When the Exodites ride to battle, their dragonsingers call out tothe various beasts that inhabit their worlds, and the raptors areamong those that answer this strange call for aid. The bondbetween the dragonsinger and the raptor pack is tenuous at best,however. Should the link to the pack be disrupted, they may fleethe field of battle or even attack nearby Eldar.

    RaptorPack Leader

    SPECIAL RULES Jungle Born, Dragonhide, Exodite Beasts

    TRICHEDONS Trichedons are thick-hided creatures, somewhat larger andheavier than a horse. They are typically docile creatures, butwhen roused are capable of defending themselves with theirsharp horns and bony head-crests.

    Though not particularly fast or agile, a herd of trichedons iscapable of building up a tremendous amount of momentum,plowing through nearly anything in their path and shaking theearth with their thunderous, stomping gait.

    Trichedon

    SPECIAL RULESJungle Born, Dragonhide, Exodite Beasts, ThunderousCharge

    Thunderous Charge: Trichedons are large and ponderouscreatures, and generally not very aggressive. When agitatedhowever, they are capable of building up an incredible

    momentum, slamming into anything in their path, goring withtheir horns and stomping flat anything unfortunate enough to becaught underfoot. Trichedons ignore the effects of difficultterrain when assaulting (i.e. they are not slowed and do notreduce their Initiative). In addition, on any turn in which theyassault into combat, a unit of Trichedons add +1 to theirStrength and Initiative, and increase their Assault Bonus from+1 to +D3 Attacks.

    WS BS S T W I A Ld Sv4 0 3 3 1 4 2 5 5+5 0 4 3 1 4 3 6 5+

    WS BS S T W I A Ld Sv3 0 4 5 2 3 1 5 4+

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    DRAKES Drakes are small, winged lizards which inhabit the Exoditeworlds. They travel in large groupings known as flights, whichprovide mutual protection for the tiny creatures, essential insuch an inhospitable environment. Drake flights can be seenflitting among the jungles and coastlines of the Exodite worlds,hunting and fishing for their food and always moving thebetter to avoid the many large beasts that share their worlds.

    Though small, drakes are among the more intelligent creaturesthat inhabit the Exodite worlds. Their flights, invariably led bythe fertile female queen, display a coordination unrivalled byany other non-sentient creature known to the Eldar. Of thebeasts which answer the call of the dragonsingers, the drakes doso the most willingly, and are likely to continue helping theirfriends even if the dragonsingers are incapacitated.

    Drake WingQueens Wing

    SPECIAL RULESJungle Born, Dragonhide, Exodite Beasts, Fleet of Wing, Hit& Run, Swarm, Loyal

    Fiery Breath: Drakes are capable of breathing small gouts of

    flame. Alone, an individual drakes flame is not powerfulenough to be considered more than a minor threat. However,entire wings of drakes have been known to work together toburn their targets, using coordinated flight patterns that result inan attack much more dangerous than the sum of its parts. EachDrake Wing and Queens Wing is able to breathe fire, which istreated as a ranged weapon with the profile given below.

    Range: Template S: 4 AP: 5 Assault 1

    Loyal: Among the creatures which answer the call of thedragonsingers, none are more reliable than the tiny drakes. Theyhave been known to continue attacking an enemy force evenafter 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. When rolling on theBeast Reaction table, a Drake Flight may roll 2D6 and chooseeither result. In addition, a Drake Flight that is within 24 of a

    Hunting Drake adds +1 to their Leadership.

    GREAT DRAKE Great drakes are enormous creatures which closely resembletheir much-smaller drake cousins. A typical adult will bebetween twelve and twenty meters in length from the end of itslong snout to the tip of its sharp-bladed tail, with a wingspan of roughly ten to fifteen meters. Like its smaller kin, the greatdrake is very intelligent, and capable of breathing gouts of searing flame, though its version is quite a bit hotter!

    When facing powerful or numerous enemies, the Exoditedragonsingers will bend their will towards attracting a greatdrake to fight for them. A great drake on the attack is aremarkable sight to behold, hurling infantry and lighter vehiclesabout with equal ease, burning a swathe through the heart of thebattle lines and striking fear into the hearts of those unfortunateenough to fall under its gaze.

    Great Drake

    SPECIAL RULESJungle Born, Dragonhide, Exodite Beasts, Winged

    Winged: Great Drakes are born aloft on broad, leathery wings.A great drake moves like Jump Infantry, as described in theWarhammer 40,000 rulebook.

    Fiery Breath: Like the smaller drake cousins, the great drake isable to breathe gouts of searing flame. Naturally, the flameproduced by such a large creature is quite a bit more potent.This is treated as a ranged weapon, with the profile given below.

    Range: Template S: 6 AP: 4 Assault 1

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    WS BS S T W I A Ld Sv5 3 6 6 3 5 3 9 3+

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    SAILBACKS Sailbacks are another of the exotic species of large reptiles thatare common to many Exodite worlds. They are characterized bythe tall, sail-like crest that stands out along their backs. Possessedof the same naturally tough hides as many of the other beastsfound on these worlds, the Sailbacks are made even moredangerous by their ability to produce corrosive poisons whichthey can spit at distant targets.

    Even more deadly is the Firemouth, a larger and more foul-tempered variety of Sailback, whose poisons are even morecorrosive and whose temperament matches their typical fiery-redcolouration. Where most Sailbacks are content to hunt quietly inthe jungles, becoming aggressive only when threatened, theFiremouths are known to aggressively attack anything theperceive to be a threat or competition.

    Sailback Firemouth

    SPECIAL RULESJungle Born, Dragonhide, Exodite Beasts

    WARGEARCorrosive Venom: Sailbacks produce a highly acidic poison that

    they are able to both infuse into their powerful bites, as well asspit over impressive distances. They use this poison primarily forhunting and defence, but when called to war by the Exodites, it isused to dealy affect as a sort of biological artillery. Sailbackstreat their close combat attacks as being Poisoned Weapons (4+)with the Rending ability. In addition, each Sailback may make ashooting attack using the profile given below. (Against vehicles,the shooting attack counts as having a Strength of 4.)

    Range: 36 S: X AP: 6 Heavy 1, Barrage,Poisoned (4+), Rending

    Firemouths: Firemouths are a larger, more ferocious variety of the Sailback species. Their venoms are stronger and more deadly,and they are somewhat more aggressive. Firemouths have theimproved profile shown above. In addition, their CorrosiveVenom is improved to being a Poisoned Weapon (3+) in closecombat, and uses the profile given below when shooting.(Against vehicles, the shooting attack counts as having a Strengthof 5.)

    Range: 36 S: X AP: 5 Heavy 1, Barrage,Poisoned (3+), Rending

    WS BS S T W I A Ld Sv3 0 4 4 2 3 1 5 4+4 0 5 4 2 3 2 5 4+

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    MEGADONThe term megadon refers not to a single species, but to a numberof very large creatures that inhabit the Exodite worlds. Thesmallest megadons are roughly the same size as the standardImperial Rhino transport, while the largest varieties are morecomparable to a superheavy battle tank.

    The Exodite kindreds guide vast herds of these enormouscreatures over their lands, leading them to feeding grounds andprotecting them from the various predators that stalk the junglesof their verdant worlds. The Exodite Eldar rely on themegadons flesh for meat and leather, on their bones for tools

    and weapons, and on other parts for medicines and many othernecessities. A megadon herd is regarded as a highly valuablecommodity by the Exodites, and they take great care to ensurethat no part of a slain megadon goes to waste.

    When great need arises, the Exodites are known to harnessweapon-laden battle platforms to some of the less timidmembers of their herd. They are then ridden into battle, wheretheir great size strikes fear into the hearts of the opposition, andtheir thick and durable hides provide them some measure of protection against the devastating weaponry they often face.

    Megadon (small)Megadon (medium)Megadon (large)

    SPECIAL RULESJungle Born, Dragonhide, Furious Charge, Spooked, GunPlatform

    Gun Platform: When the Exodites ride a megadon into battle, itis arrayed with a specially constructed battle platform that isdesigned to allow the riders to fight on the move, automaticallycompensating for the bouncing and lumbering of such a largecreature as it moves. A megadon may always fire its entirecompliment of weapons once per Shooting phase. It must, of course, fire all of them at the same enemy target.

    Spooked: Though large, megadons tend to be easily spookedamongst the cacophony of battle. The Exodites riding amegadon do their best to keep it under control, but sometimeseven their empathic guidance is not enough, especially when themegadon is wounded and in pain. At the end of any Shootingphase in which a megadon has suffered at least one wound, itmust take a Morale check in the same manner as a unit whichhas lost 25% or more of its models. Add the megadonsremaining wounds to its Leadership value for the purposes of this Morale test. For example, a megadon (Leadership 6) with 3wounds remaining would have a Leadership value of 9.

    Thunderous Charge: Megadons are large and ponderouscreatures, and generally not very aggressive. When agitatedhowever, they are capable of building up an incredibly

    momentum, slamming into anything in their path, smashing andgoring with their natural weapons and stomping flat anythingunfortunate enough to be caught underfoot. Megadons ignorethe effects of difficult terrain when assaulting (i.e. they are notslowed and do not reduce their Initiative). In addition, on anyturn in which it assaults into combat, a Megadon adds +1 to itsStrength and Initiative, and increases its Assault Bonus from +1to +D3 Attacks.

    Wraithbow: Exodite wraithbows are crafted from purewraithbone and psychically attuned to their bearer. Hurlingshafts of psychically-charged wraithbone over great distances,wraithbows are deadly in the hands of a highly skilledmarksmen. A wraithbow is a ranged weapon with the profilegiven below.

    Range: 24 S: 3 AP: 6 Rapid Fire, Rending

    WS BS S T W I A Ld Sv3 3 6 6 3 3 2 6 4+3 3 7 7 4 2 2 6 3+3 3 8 8 5 1 2 6 2+

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    CARNOSAUR The carnosaur is the largest and most dangerous land-basedpredator found on the Exodite worlds. A full-grown adult maystand between fifteen and twenty meters tall. Their mouths arefilled with rows of razor-sharp teeth, capable of rending theextremely tough hides of the various megadon species.Carnosaurs are naturally very aggressive and territorial, andhave been known to attack other carnosaurs, fully armeddragon-knight parties and even the occasional great drake.

    In the desperation of battle, the Exodites are sometimes able tocall upon the aid a nearby carnosaur, sending it crashing into theranks of the enemy to sow confusion and fear as it searcheshungrily for something edible. The risk here is that, due to thecarnosaurs volatile temperament and limited intelligence, theyare very difficult to control. There have been occasions when anExodite warhost has been caught unawares as a carnosaur turnsupon them rather than attacking their foes.

    Carnosaur

    SPECIAL RULESJungle Born, Dragonhide, Exodite Beasts, Territorial,Predator

    Predator: Carnosaurs are among the largest and mostdangerous predators on the Exodite worlds, capable of killingeven the largest megadons and drakes with their powerful,tooth-filled jaws and sharp claws. Carnosaurs must re-roll anyfailed rolls to wound any Monstrous Creature.

    Territorial: Carnosaurs are highly territorial, unwilling to sharetheir chosen hunting grounds. Their natural urge is to chase off or kill any potential competition, especially creatures as large asor larger than themselves. If there is a visible MonstrousCreature within 12 of a Carnosaur when it is required to takeits Leadership test for the Exodite Beasts special rule, theCarnosaur will automatically fail the Leadership test and countas having rolled a Rampage result on the beast reaction table. Inaddition, while on a Rampage the Carnosaur must always moveat full speed towards the nearest visible Monstrous Creaturewithin 12, assaulting it if possible. If there are no visibleMonstrous Creatures within 12 of the Carnosaur, it will followthe normal rules for a Rampage.

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    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 whichhis wise and revered sire, the Dragon King of Bain -Ish, wasslain by the Imperial knight baron Lord Clauditus. With his lastwords, the King foretold that his son would become a warriorgreater and wiser than even himself, and that he should begroomed as his eventual successor. He declared the name of Dyann AlAthar with his dying breath, which , loosely translated,means Great Warrior King.

    The Eldar of Bain -Ish loved their King greatly and, after seeingoff the knight barons after a long and bitter struggle, vowed thatthey would serve no King until the child came of age and couldtake his rightful place as their sovereign ruler. Such a successionwas unheard of among the Exodites, but so great was their lovefor the old King that none dared to contend for the throne. DyannAlAthar 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.

    Soon after ascending to his throne, A lAthar was put to the testas the knight barons returned to again plunder the herds of BainIsh. Led by none other than Lord Clauditus, the barons came insuch force as had not been seen even in the memory of the oldestmembers of the nobility. Though faced with a seeminglyinsurmountable foe, AlAthar took up his fathers armour andweapons and led his people to war in defense of their world andits spirits. The time had come for him to prove the prophecies of his dying father.

    Though the knight barons were great in number, AlAthar andhis people set upon them in the night, and in three hours of

    bloodshed and terrible destruction, the barons knight titans werereduced to rubble and their household guards scattered or slain.Few made their way offworld to tell of the devastation or thewrath of the new King of Bain -Ish, and Clauditus himself methis end at the tip of AlAthars spear after his own knight wasbrought down. The Great Warrior King had come into his own,

    and the death of his father was duly avenged.

    Dyann AlAthar

    SPECIAL RULESIndependent Character, Jungle Born, Dragonhide

    Absolute Sovereignty: On the world of Bain-Ish, DyannAlAthar holds absolute power, having led his kindreds to victory over the Imperial knight barons time and again. His warriors trusthim with their lives, and his commands are obeyed without

    question. All Dragon Princes, Kindred Guard, Noble KnightKindreds, Dragon Knight Kindreds and Dragonwarder Kindredswithin 12 of the Dyann AlAthar gain the Stubborn special rule,may use his Leadership for any Morale and Pinning Tests theyare required to take, and may test to regroup even if they are

    below half strength or if there are enemies within 6.

    WARGEARSpear of Kurnous: The Spear of Kurnous is a potent weaponcarried by Dyann AlAthars ancestors from their homeworldduring the great exodus. In form and function it resembles thesinging spears used by many Eldar psykers, however it pulseswith power and fills the bearer with wild potency said to havebeen imbued by the great hunter-god himself in ages past.

    The Spear of Kurnous is a close combat weapon that alwayswounds on a roll of 2+, regardless of the targets Toughness.When rolling to damage vehicles, the Spear of Kurnous counts ashaving a Strength of 10. When thrown, the Spear of Kurnous hasthe following profile:

    Range: 18 S: X AP: 5 Assault 1

    WS BS S T W I A Ld Sv7 6 3 3 3 6 4 10 3+

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    ELIYSA ISHMAL ElIysa Ishmal is said to have been chosen at the time of her birt hto be the voice of Isha amongst the Exodites, and beyond to thescattered peoples of the Eldar race. Unlike most of her kind, shehas travelled extensively, having visited most of the Exoditeworlds, many Craftworlds and Corsair fleets, and it iswhispered even the dreaded city of Commorragh.

    ElIysa is highly respected, and even feared, among the Eldar.Her voice is a reminder of what they have lost, but also of theirhopes for the future. Her presence among them is a portent of great and terrible events, and even the mightiest Farseers cannotsee what lies ahead on her path. Her footsteps are as the comingof doom to those around her, yet she is also a herald of victory,glory and hope for all Eldar.

    Wherever she travels, ElIysa speaks to the El dar people, tellingthem of times past, and times yet to come. She reminds them of the dangers of She Who Thirsts , and the perils of falling back intothe time of terror before the Fall. She calls them to arms againstenemies who would seek to eradicate the Eldar and supplant theirrightful rule of the galaxy, and rides to battle alongside any of her kind willing to fight for the glory of the Eldar and thememory of their long-lost mother.

    What her ultimate goals may be is unknown, for she speaks onlyof those things which stir the hearts and move the hands of thosearound her. That she has some higher purpose for her people isbeyond doubt for any who have heard her stirring voice, and theyare willing to follow her to whatever end.

    ElIysa Ishmal

    SPECIAL RULESIndependent Character, Jungle Born, Dragonhide

    Chosen of Isha: ElIysa has been marked out as the chosenvoice of the goddess Isha, and as such benefits from herprotection as she draws upon the power of the Warp. WheneverElIysa suffers a Perils of the Warp attack, she will ignore theattack on a D6 roll of 2+.

    Hatred of Nurgle: As the goddess Isha is the embodiment of lifeand fertility to the Exodites, so too does Nurgle represent death,

    decay and pestilence in all its forms. There are even whispersamong some Eldar that Nurgle himself holds the goddess trappedwithin his twisted realm. If any living Eldar knows the truth of these myths, it is ElIysa Ishmal. Though she has never spokenaloud on the matter, she nevertheless displays a deep-seatedhatred of Nurgle and his followers, seeking to destroy themwherever they may be. ElIysa and any unit she has joined aregranted the Preferred Enemy rule in regards to any model withthe Mark of Nurgle, and any Nurgle Daemons (i.e. GreatUnclean Ones, Plaguebearers, Beasts of Nurgle, Nurglings,KuGath, Epidemius, and Heralds of Nurgle.)

    High Spiritsinger: ElIysa Ishmal is the most powerfulSpiritsinger of her time, and as such she knows all of theSpritsinger Melodies and Harmonies. In addition, she may roll2D6 and pick the highest for her Chorus Harmony, herDissonance Harmony has its range increased to 18, and her Refrain Harmony allows her to cast the same Melody twice inone Turn if you so desire.

    The Voice of Isha: In ancient days, Isha walked among hermortal children, the Eldar, and spoke with them in person. Later,she continued to commune with them via the Tears of Ishaforged for her by Vaul. Always her voice has been a comfort tothe Eldar p eople. It is said that ElIysa speaks with the Voice of Isha herself, and her words stir the hearts of the Eldar in a waythey cannot truly express. At the start of each Exodite turn,ElIysa may choose to speak to a single unit of Kindred Guard,Noble Kni ghts, Dragon Knights or Dragonwarders within 24,granting the unit and any attached characters either the FuriousCharge or Stubborn special rule. (Note that this may be ElIysas

    own unit.)

    WARGEARStaff of Sorrows: The Staff of Sorrows is a sacred relic passeddown through the ages, always to a specially chosen Spiritsinger.It is said that the blade atop the staff was forged from the veryfirst tear which Isha shed upon learning of her separation fromher mortal children, the Eldar race. The Staff of Sorrows istreated as a Singing Spear, and in addition any model that suffersan unsaved Wound from the Staff of Sorrows (after all types of saves, i.e. Feel No Pain, etc.) must pass a Leadership test or beremoved from play no saves of any kind are allowed at thispoint, and immunity to Instant Death offers no protection. Themodel is simply removed from play.

    WS BS S T W I A Ld Sv4 4 3 3 3 4 1 10 3+

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    LIRKUROM FRTE, THE BEAS Lir'Kurom Frte is the Dragon King of Main -Kurnou. His rise tothe Kingship was an unusual one, as he was not raised amongstthe Exodite nobility, but rather among the Dragonwarders.Serving as a Dragonsinger of such a kindred, he kept watch overthe other kindreds and their herds, protecting them from themany dangers prevalent on their untamed world.

    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 andsubjugate its feral and seemingly primitive population of pointy-earned lizard-riders. His Waaagh! struck swiftly and his Orksoffered no quarter as they brutally slaughtered the Exodites andtheir herds alike.

    LirKurom fought bravely during the initial struggles, but he wasseparated 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 foughton, until he was at last alone in the jungle, the Orks havingmoved on. Unsure of what to do next, LirKurom knelt at anearby plinth of wraithbone, an extension of the World Spirit tothe surface of the world, and prayed for guidance from hisancestors. As he did so, he heard a mighty roar from somewherenearby, then saw a massive carnosaur stalking through the trees.It caught sight of him, and turned his way

    As more and more Orks poured into the battle from the hulks andkruizers in orbit, all seemed lost. The Exodites gathered into one

    mighty army and prepared to make their final glorious stand.Pouring out of the jungle, the massed ranks of dragon knightscharged the Ork lines. For a time the Orks wavered, but soonthey turned back and threw themselves into the fray with adeafening communal roar. It appeared that the Exodites wouldfind nothing but death on the field of battle this day, and thattheir world would be lost and the spirits of their ancestorsabandoned to the depredations of the Orks, or worse.

    The Dragon King and all of his kindred guard fell during thebattle. When all seemed completely lost and hopeless, there camefrom the nearby jungle a tremendous and terrible sound, a roar soloud it carried over the din of battle and the racket of the Orks.All fell silent, looking toward that sound. Out of the jungle camea huge carnosaur, hurtling towards the Ork lines. On its back rode a tall figure, none other than LirKurom Frte, who hadtamed the beast with his will alone. He carried a long lancewhich spat white-hot death into the ranks of the Orks, while the

    great beast upon which he rode smashed them aside, ripped themasunder, or devoured them. Following behind was a great host of raptors, trichedons, drakes and more.

    With the arrival of this new enemy, the Orks found a terror theyhad known before, and they fell back. The Exodites followed,cutting them down in droves. Rallying around the carnosaur andits rider and surrounded by various other creatures, they drovemost of the Orks off their world. When the battles were finallyover, and the remaining Orks driven into the jungle and scattered,the Exodites made Lir'Kurom Frte their new Dragon King.

    Lir'Kurom Frte

    SPECIAL RULESIndependent Character, Jungle Born, Dragonhide,Sovereignty

    Carnosaur Mount: Lir'Kurom Frte rides to battle atop a largecarnosaur, which he controls through sheer force of will. Thiscarnosaur is not affected by the Territorial special rule. Due toriding the carnosaur, Lir'Kurom Frte is treated as Unit Type:Monstrous Creature as noted in his profile. Lir'Kurom Frte andhis carnosaur mount are treated as a single model, with a singleprofile as shown above.

    Predator: Carnosaurs are among the largest and most dangerouspredators on the Exodite worlds, capable of killing even thelargest megadons and drakes with their powerful, tooth-filled

    jaws and sharp claws. Lir'Kurom Frte must re-roll any failedrolls to wound any Monstrous Creature.

    The Beastcalmer: LirKurom Frte is hailed as the mostempathic Dragonsinger ever to live. His connection to thevarious beasts of his world is u nparalleled. LirKurom Frtecounts as being a Dragonsinger for the purposes of the ExoditeBeasts special rule, and has the Ballad of the Beast Dragonsong,increasing its range to 36.

    WS BS S T W I A Ld Sv

    6 6 6 6 3 5 4 10 3+

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    EXODITE ARMY LIST The following pages contain an army list that enables you tofield an Exodite army and fight battles using the scenariosincluded in the Warhammer 40,000 rulebook. It also providesyou with the basic information youll need in order to field anExodite army in scenarios youve devised yourself, or tha t formpart of a campaign.

    The army list is split into five sections. All the squads, creatures,vehicles and characters in the army are placed into one of thesedepending on their role on the battlefield. Each model is alsogiven a points value, which varies depending on how effectivethat model is in battle. Before you choose an army, you willneed to agree with your opponent upon a scenario and the totalnumber of points each of you will spend. Then you can proceedto pick your army as described.

    USING A FORCE ORGANISATION CHARTThe army lists are used in conjunction with the forceorganisation chart from a scenario. Each chart is split into fivecategories that correspond to the sections in the army list, andeach category has one or more boxes. Each box indicates thatyou may make one choice from that section of the army list,while a dark-toned box means that you must make a choice fromthat section. Note that unless a model or vehicle forms part of asquad or a squadron, it is a single choice from what is availableto your army.

    USING THE ARMY LISTSTo make a choice, look in the relevant section of the army listand decide what unit you want to have in your army, how manymodels there will be in it, and which upgrades you want (if any).Remember that you cannot field models that are equipped withweapons or wargear not shown on the model. Once this is donesubtract the points value of the unit from your total points, andthen go back and make another choice. Continue doing this untilyou have spent all your points. Then youre ready to do battle!

    ARMY LIST ENTRIESEach army list entry consists of the following:

    Unit Name: The type of unit, which may also show a limitationon the maximum number of choices you can make of that unittype.

    Profile: These are the characteristics of that unit type, includingits points cost. Where the unit has different warriors, there maybe more than one profile.

    Number/Squad: This shows the number of models in the unit,or the number of models you may take for one choice from theforce organisation chart. Often this is a variable amount, inwhich case it shows the minimum and maximum unit size.

    Weapons: These are the units standard weapons.

    Options: This lists the different weapons and equipment optionsfor the unit and any additional points for taking these options. Itmay also include an option to upgrade the squad to include a

    character.

    Special Rules: This is where youll find any special rules thatapply to the unit. See the Forces of the Exodites section for thedetails of these rules.

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    HQ

    0-1 Dragon King 75 points

    Dragon King

    Unit Type: Cavalry

    Wargear: Dragon Lance, Dragonhide Cloak

    Special RulesIndependent Character, Jungle Born, Dragonhide, Sovereignty

    Kindred Guard: The Dragon King may be accompanied by aKindred Guard (see entry below). The Kindred Guard and theDragon King are a single HQ choice.

    Options:The Dragon King may be given any of the following:

    Armour of Vaul 40 pointsDragon Helm 5 pointsHunting Drake 15 pointsShield of Vaul 35 pointsVauls Sigil 15 pointsUpgrade Dragon Lance to Blade of Vaul 30 pointsUpgrade Dragon Lance to Laser Lance 5 pointsUpgrade Dragon Lance to Drake Lance 10 points

    Dragon Prince 50 points

    Dragon Prince

    Unit Type: Cavalry

    Wargear: Dragon Lance, Dragonhide Cloak

    Special RulesIndependent Character, Jungle Born, Dragonhide

    Kindred Guard: The Dragon Prince may be accompanied by aKindred Guard (see entry below). The Kindred Guard and theDragon Prince are a single HQ choice.

    Options:The Dragon Prince may be given any of the following:

    Dragon Helm 5 pointsHunting Drake 15 pointsUpgrade Dragon Lance to Laser Lance 5 pointsUpgrade Dragon Lance to Drake Lance 10 points

    Dyann AlAthar 200 points

    Dyann AlAthar

    If you inclu de Dyann AlAthar in your army, you may not alsoinclude a Dragon King in the same army.

    Unit Type: Cavalry, Unique

    Wargear: Spear of Kurnous, Shield of Vaul, Vauls Sigil,Dragon Helm, Dragonhide Cloak

    Special RulesIndependent Character, Jungle Born, Dragonhide, AbsoluteSovereignty

    Kindred Guard: Dyann AlAthar may be accompanied by aKindred Guard (he counts as a Dragon King, see entry below).The Kindred Guard and D yann AlAthar are a single HQ choice.

    Dragon King: As he is a Dragon King, you may not includeanother Dragon King in the same army as Dyan n AlAthar.

    ElIysa Ishmal 250 points

    ElIysa Ishmal

    Unit Type: Cavalry, Unique

    Wargear: Staff of Sorrows, Tear of Isha

    High Spiritsinger: ElIysa Ishmal is a Spiritsinger and knowsall Spiritsinger Melodies and Harmonies.

    Special RulesIndependent Character, Jungle Born, Dragonhide, Chosen of Isha, High Spiritsinger

    Kindred Guard: ElIysa Ish mal may be accompanied by aKindred Guard (see entry below). The Kindred Guard andElIysa Ishmal are a single HQ choice. Note that ElIysa is not aDragon King, and so her Kindred Guard may not include aSpiritsinger.

    WS BS S T W I A Ld Sv6 6 3 3 3 6 4 10 3+

    WS BS S T W I A Ld Sv5 5 3 3 2 5 3 9 3+

    WS BS S T W I A Ld Sv7 6 3 3 3 6 4 10 3+

    WS BS S T W I A Ld Sv6 6 3 3 3 6 4 10 3+

    WS BS S T W I A Ld Sv6 6 3 3 3 6 4 10 3+

    WS BS S T W I A Ld Sv4 4 3 3 3 4 1 10 3+

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    Lir'Kurom Frte 190 points

    Lir'Kurom Frte Unit Type: Monstrous Creature, Unique

    Wargear: Bright Lance, Dragonhide Cloak, Dragon Helm

    Special RulesIndependent Character, Jungle Born, Dragonhide, Sovereignty,Carnosaur Mount, Predator, The Beastcalmer

    Dragon King: As he is a Dragon King, you may not includeanother Dragon King in the same army as Lir'Kurom F rte. Notethat he may not be accompanied by a Kindred Guard.

    Kindred Guard 30 points per model

    KindredFirst KnightSpiritsinger

    Squad: 2 to 5 Kindred Guard

    Unit Type: Cavalry

    Wargear: Dragon Lance, Dragonhide Cloak

    Special RulesJungle Born, Dragonhide

    Retinue: A Kindred Guard may only be included as a retinuefor one of the characters listed above. The Kindred Guard andthe character form a single unit, count as a single HQ choice,and follow all rules given for retinues in the Warhammer 40,000Rulebook.

    Character: One model in the squad may be upgraded to a FirstKnight for +15 points.

    One model in the squad may be upgraded to a Dragonsinger for+5 points.

    If the Kindred Guard is led by a Dragon King, then one modelin the squad may be upgraded to a Spiritsinger for +20 points.The Spiritsinger wears rune armour, and replaces his dragonlance with a witchblade.

    Options:Any Kindred, First Knight or Dragonsinger may be given any of the following:

    Dragon Helm 5 pointsUpgrade Dragon Lance to Laser Lance 3 points

    A Dragonsinger may be given one Dragonsong or Instrument

    from the following list:Dragonsongs

    Ballad of the Beast 10 pointsDirge of Foreboding 15 pointsPrelude of Hope 15 points

    InstrumentsDragon Harp 5 pointsHunting Horn 20 pointsWar Drum 10 points

    A Spiritsinger may be given any of the following:Mark of Isha 5 pointsTear of Isha 10 points

    Replace Witchblade with Singing Spear 3 pointsA Spiritsinger must buy between one and four SpiritsingerMelodies from the following list:

    Hymn to Asuryan 15 pointsMaidens Lullaby 15 pointsNocturne of Shadow 15 pointsPrelude of Fate 25 points

    A Spiritsinger may buy up to three Spiritsinger Harmonies fromthe following list:

    Chorus 5 pointsDissonance 5 pointsRefrain 20 points

    WS BS S T W I A Ld Sv6 6 6 6 3 5 4 10 3+

    WS BS S T W I A Ld Sv4 4 3 3 1 5 2 8 3+4 4 3 3 2 5 2 9 3+4 4 3 3 2 5 2 9 3+

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    E L I T E S

    Noble Knight Kindred 30 points per model

    Noble KnightBaron

    Squad: 3 to 5 Noble Knights

    Unit Type: Cavalry

    Wargear: Dragon Lance

    Special RulesJungle Born, Dragonhide

    Character: One model in the squad may be upgraded to aBaron for +10 points. The Baron may be accompanied by ahunting drake for +15 points.

    One model in the squad may be upgraded to a Dragonsinger for+5 points.

    Options: The entire squad may be given dragonhide cloaks for+5 points per model. Any number of models may replace theirdragon lance with a laser lance for +3 points per model.

    A Dragonsinger may be given one Dragonsong or Instrumentfrom the following list:

    DragonsongsBallad of the Beast 10 pointsDirge of Foreboding 15 pointsPrelude of Hope 15 points

    InstrumentsDragon Harp 5 pointsHunting Horn 20 pointsWar Drum 10 points

    Trichedon Herd 15 points per model

    Trichedon

    Squad: 3 to 6 Trichedons

    Unit Type: Infantry

    Wargear: Horns

    Special RulesJungle Born, Dragonhide, Exodite Beasts, Thunderous Charge

    Harlequin Troupe *** See Codex: Eldar ***

    WS BS S T W I A Ld Sv4 4 3 3 1 5 2 8 3+4 4 3 3 2 5 2 9 3+

    WS BS S T W I A Ld Sv3 0 4 5 2 3 1 5 4+

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    TROOPS

    1+ Dragon Knight Kindred 20 points per model

    Dragon KnightChieftain

    Squad: 3 to 10 Dragon Knights

    Unit Type: Cavalry

    Wargear: Dragon Lance

    Special RulesJungle Born, Dragonhide

    Character: One model in the squad may be upgraded to aChieftain for +10 points. The Chieftain may replace his DragonLance with a Laser Lance for +3 points, and may beaccompanied by a Hunting Drake for +15 points.

    One model in the squad may be upgraded to a Dragonsinger for+5 points.

    Options: A Dragonsinger may be given one Dragonsong or Instrumentfrom the following list:

    DragonsongsBallad of the Beast 10 pointsDirge of Foreboding 15 pointsPrelude of Hope 15 points

    InstrumentsDragon Harp 5 pointsHunting Horn 20 pointsWar Drum 10 points

    Raptor Pack 12 points per model

    RaptorPack Leader

    Squad: 3 to 12 Raptors

    Unit Type: Beast

    Wargear: Rending Claws

    Special RulesJungle Born, Dragonhide, Exodite Beasts

    Character: One model in the squad may be upgraded to a Pack Leader for +10 points.

    0-2 Outcast Rangers *** See Codex: Eldar ***

    0-1 Sundered Knights 18 points per model

    Sundered Knight

    Squad: 1 to 10 Sundered Knights

    Unit Type: Infantry

    Wargear