codex: eldar exodites for warhammer 40,000 6th edition
DESCRIPTION
This is a fan-made Codex representing the forces of the Eldar Exodites in battle, for use in the 6th Edition Warhammer 40,000 game. I'd love to hear your feedback on this Codex!TRANSCRIPT
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CODEX: EXODITES By Matthew Forish
Introduction 2
The Eldar Exodites 3
The Exodus 3
Exodite Worlds 3
Spirit Stones 3
Exodite Society 4
Beliefs of the Exodites 4
The World Spirit 4
Exodite Mythology 5
The Eldar Pantheon 5
The Tears of Isha 5
The Swords of Vaul 5
The War in Heaven 5
The Fall of the Eldar 5
Forces of the Exodites 6
Exodite Special Rules 6
Exodite Wargear 7
Ranged Weapons 7
Melee Weapons 8
Wargear 9
Exodite Armour 9
Dragonsongs and Instruments 10
Exodite Vehicle Equipment 10
Spritsinger Disciplines 11
Melodies 11
Harmonies 12
Warlord Traits 13
Unit Entries 14
Dragon King 14
Dragon Prince 15
Dragonsingers 15
Kindred Guard 15
Spiritsingers 16
Herdmaster 16
Dragon Knights 17
Dragonwarders 17
Noble Knights 18
Sundered Knights 18
Raptors 19
Trichedons 19
Drakes 20
Great Drake 20
Sailbacks 21
Megadon 22
Carnosaur 23
War Walkers 24
Knight Construct 24
Outcast Rangers 25
Harlequins 26
Dyann Al’Athar 28
Lir'Kurom Fürte 29
El’Iysa Ishmal 30
Mei’nly Kurim-We 31
Exodite Army List 32
HQ 33
Elites 35
Troops 37
Fast Attack 38
Heavy Support 39
Exodites in Competitive Play 41
Psychic Power Cards 42
Exodite Summary 43
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 6th Edition Rulebook to use the contents of this document.
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INTRODUCTION THE WARHAMMER 40,000 GAME
The Warhammer 40,000 rulebook contains the rules you need to
fight battles with your Citadel miniatures in the war-torn
universe of the 41st millennium. Every army has its own codex
book that works with these rules and allows you to turn your
collection of miniatures into an army organised and ready for
battle. This codex describes the untamed forces of the Eldar
Exodites, details the army, and displays miniatures and
conversions that you can collect.
WHY COLLECT AN EXODITE ARMY? A typical Exodite force consists of numerous cavalry units, able
to deliver a fierce and deadly assault en masse, or attack along an
extended front. These powerful units are supported by
specialised units of beasts that can use their bestial abilities to
take down tough or numerous opponents. These are likewise
backed up by enormous creatures capable of tearing open a battle
tank or bringing down the largest of foes. These strengths are
balanced by the fact that an Exodite army will tend to be
outnumbered by most other forces, requiring their commander to
maneuver them carefully to avoid excessive losses before they
can reach close combat, where they will generally excel.
The Exodites are quite an interesting army to play, and not for
the beginner. You will need to convert many of the models for
the 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 with different
aspects of the army:
The Eldar Exodites
The first section introduces the Eldar Exodites and their part in
the Warhammer 40,000 universe. It includes details of how they
fled from the catastrophic times of the Fall, how they fared after
these tumultuous times, and the state of the Exodite worlds in the
present time period. It also presents a detailed background on
Exodite beliefs and spiritualism, as well as their ways of war.
Forces of the Exodites
Each and every character, troop type, vehicle, beast and
monstrous creature in the Exodite army is examined in the
second section. You will find a full description, alongside
complete rules and details of any unique powers they possess or
specialist wargear they carry into battle. Also in the section, you
will find a listing of special rules and wargear that apply to
numerous units in the Exodite army.
Exodite Army List
The army list takes all of the troops presented in the previous
section and arranges them so you can choose a force for your
games. The army list categorises the units you can pick into HQ,
Troops, Elites, Fast Attack and Heavy Support choices. Each
troop type also has a points value to help you pit your force
against an opponent’s in a game of Warhammer 40,000.
The Exodite Warhost
In this section you will see photographs and read details of the
many conversion possibilities for representing units available to
the Exodite army. Suggestions for color schemes and
embellishments may also be found here.
Exodites in Competitive Play
While this codex presents a balanced and playable army list for
the Eldar Exodites, it is by no means official and it is unlikely
that you will be able to obtain permission to use it in a
tournament or competitive league. While it is by no means the
primary scope of this document, it would be quite a pity to spend
a good deal of time lovingly converting and painting a beautiful
Exodite army, only to be unable to use it in a competitive setting
if the urge strikes. With this in mind, the final section of this
codex presents suggestions for fielding the various Exodite units
as a “Counts As” force using the rules for standard craftworld
Eldar and/or Dark Eldar.
FIND OUT MORE This codex is an unofficial supplement for the Warhammer
40,000 game system created by Games Workshop. If you would
like to learn more about Warhammer 40,000 or any of their other
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 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.
THE EXODUS During the Fall the degeneration of the Eldar did not go wholly
without resistance. Some, the more prescient, began to openly
criticise the laxity of their fellow citizens, and to warn against the
effect of pleasure cults. Soon the general collapse of society
convinced even the most resolute amongst them that there would
be no end to the reign of death and depravity. Some decided to
leave the Eldar worlds, and settle new planets free of creeping
corruption.
These Eldar are known as the Exodites. Of all the Eldar race they
were uniquely far-sighted. Amongst a race naturally indulgent
and hedonistic they were reviled as dour fanatics obsessed with
misery and gloom. There were some whose dire premonitions
were perhaps yet another form of insanity, simply one more
conceit taken to inhuman extremes. Others were genuine
survivalists who chose exile over degradation and destruction. In
an assortment of spacecraft the Exodites abandoned their homes.
Many died out in open space. Some reached new worlds only to
be slain by marauding Orks or slavering predators. Many more
survived. For the most part they headed eastwards as far away
from the main concentration of Eldar worlds as they could reach.
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.
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 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.
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.
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.
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EXODITE SOCIETY 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.
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.
BELIEFS OF THE EXODITES 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.
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.
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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 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 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.
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.
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.
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 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.
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.
THE FALL OF THE ELDAR Much has been written about the abrupt ending of the galaxy-
spanning 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.
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FORCES OF THE EXODITES
This section of the book details the forces at the disposal of an
Exodite World – their weapons, the units, and the historical
‘special characters’ that you can choose, such as Dyann Al’Athar
– the ‘Great Warrior King’ of Bai’n-Ish or El’Iysa Ishmal – ‘The
Voice of the Mother’. Each entry describes the unit 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 weapons and
other wargear mentioned in their description. Some is
automatically included with that unit, whereas other items of
wargear are optional – this is detailed in the army list.
Dragonsongs and Instruments: Dragonsingers sing strange
songs or play finely crafted instruments that have curious effects
on their allies and enemies. These strange musical abilities are
only available to Dragonsingers, and they are described in detail
in the Dragonsinger entry.
Melodies and Harmonies: Spiritsingers have access to special
Psychic Disciplines known as Melodies and Harmonies. These
powerful abilities are only usable by Spiritsingers, and they are
described in detail in the Spiritsinger Disciplines section.
EXOD I TE SPEC IA L RU LES These Special Rules apply to many different units in the Exodite army. They are presented here for convenience, and to avoid needing
to repeat them in each unit entry where they are applicable.
DRAGONHIDE The various fighting beasts and riding mounts used by the
Exodites possess thick, scaly hides which are very resilient.
A model with this special rule has a 6+ Invulnerable Save.
FERAL INSTINCTS When the Exodites ride to war, they are able to summon aid in
the form of the myriad creatures that flourish on their lush
worlds. These creatures will fight ferociously for their Exodite
masters as long as they remain empathically linked to a nearby
Dragonsinger. If this link is lost for long, the beasts are likely to
flee from the cacophony of battle.
Units with this rule may re-roll failed Morale and Pinning tests if
they are within 12” of a Dragonsinger.
Units with this rule which are Falling Back may not attempt to
Regroup at the start of their Turn unless they are within 12” of a
friendly Dragonsinger.
If a unit with this rule has a charge declared against them while
they are Falling Back, they may attempt to Regroup as normal
regardless of the proximity of a Dragonsinger. If they pass their
Regroup Test, Drakes, Sailbacks and Trichedons count all enemy
units in the combat as having the Fear special rule for the
duration of the combat, whilst Carnosaurs, Drakes, Firemouths
and Raptors count as having the Hatred special rule for the
duration of the combat.
HEAVY CAVALRY The riding beasts used by Exodite Dragon Knights are not quite
as swift as the beasts ridden by the mounted troops of many other
forces, but they are quite a bit stronger and more resilient,
qualities their riders are able to exploit quite well in combat.
Heavy Cavalry units follow the normal rules for Cavalry units,
with the following exceptions. They do not have the Fleet special
rule, and increase their Toughness by 1. (This is already taken
into account in the units’ profiles.) In addition, Heavy Cavalry
add +1 to their Strength for Hammer of Wrath Attacks.
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 Exodite units with this special rule, including Monstrous
Creatures and Vehicles, are treated as having the Move Through
Cover special rule, but only in regards to Jungle and Forest
terrain unless otherwise noted. In addition, they have the Stealth
(Jungles, Forests) 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.
Units with this rule completely ignore difficult terrain when
charging (i.e. they are not slowed by it, nor do they reduce their
Initiative when charging through it). In addition, units with this
rule gain +D3 Attacks instead of +1 when charging (roll once for
the whole unit). If the unit makes a disordered charge, they do
not benefit from this Attack bonus.
“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 Al’Athar, Dragon King of Bai’n-Ish
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EXODITE WARGEAR
This section of Codex: Exodites lists the weapons and equipment used by the Exodites, along with rules for using them in your games
of Warhammer 40,000. Weapons and other equipment that are carried by only a single unit or named special characters are detailed in
the appropriate unit entry, while weapons and equipment used by multiple units are detailed here.
Ranged Weapons
Cavalry Lances See pg 8.
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.
Missile Type Range Strength AP Type
Plasma Missile 48” 4 4 Heavy 1, Blast, Pinning
Flakk Missile 48” 7 4 Heavy 1, Skyfire Starshot Missile 48” 8 3 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 Strength AP Type
Flamer Template 4 5 Assault 1
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.
Range Strength AP Type
Bright Lance 36” 8 2 Heavy 1, Lance Knightlance 48” 10 2 Heavy 1, Lance
Pulse Cannon 60” 9 2 Heavy 3 Scatter Laser 36” 6 6 Heavy 4, Laser Lock
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 firer’s
shooting attacks are still resolved simultaneously.
Missile Pod The missile pod is a large scale, multiple-missile launcher
generally mounted on the towering knights that stride across the
Exodite worlds. 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.
Missile Type Range Strength AP Type
Airburst 48” 5 4 Heavy 1, Large Blast,
Pinning Impact 48” 8 3 Heavy 3
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 high-
energy 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 weapon’s barrel, allowing each of these instruments of
war to fire up to a hundred bladed discs in a few seconds.
Shuriken weapons come in many shapes and sizes, from the
shuriken pistols carried by Harlequins and Rangers to the much
larger shuriken cannons often mounted on War Walkers and
Megadons.
Range Strength AP Type
Shuriken Pistol 12” 4 5 Pistol, Bladestorm
Shuriken Cannon 24” 6 5 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.
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 weapon’s plasma core produces the
incandescent heat of a star, but sophisticated containment fields
ensure the gun’s exterior remains cool to the touch.
Range Strength AP Type
Starcannon 36” 6 2 Heavy 2 Suncannon 48” 6 2 Heavy 3, Blast
8 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wraithbow Exodite wraithbows are crafted from pure wraithbone and
psychically attuned to their bearer. Hurling shafts of psychically-
charged 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 lightly-
armoured infantry. Drake arrows instead focus the psychic
energies of the user into an intense fiery tip that is capable of
burning through nearly anything.
Range Strength AP Type
Wraithbow 24” 3 6 Rapid Fire, Rending - Drake Arrows 12” 8 1 Assault 1, Melta
- Swarm Arrows 18” 3 - Assault 6, 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.
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 Dragon 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.
Range Strength AP Type
Dragon Lance 6” 4 5 Assault 1
Dragon Lance - +1 5 Melee, Impact Drake Lance 6” 8 2 Assault 1, Lance
Drake Lance - 8 2 Melee, Impact, Lance Storm Lance 6” 3 6 Assault 1, Haywire
Storm Lance - User 6 Melee, Impact, Haywire
Laser Lance 6” 6 3 Assault 1, Lance Laser Lance - +3 3 Melee, Impact, Lance
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.
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.
Range Strength AP Type
Natural Weapons - User - Melee, Shred
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.
Range Strength AP Type
Poisoned Blade - User - Melee, Poisoned (4+),
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.
Range Strength AP Type
Singing Spear 12” 9 - Assault 1, Fleshbane Singing Spear - User - 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.
Range Strength AP Type
Witch Lance 6” 6 - Assault 1, Fleshbane Witch Lance - +1/User* - 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.
9 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear
Dragon Helm Reserved for only the most skilled members of the Exodite
nobility, a dragon helm is both a badge of honor and a protective
ward. The psychic matrix in the helm allows the wearer to better
deflect incoming fire.
A model wearing a dragon 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.
Dragonhide Cloak 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.
A model wearing a dragonhide cloak increases their dragonhide
invulnerable save from 6+ to 5+.
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
owners.
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.
Pterasaur Some dragonwarder 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.
Scattershield 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.
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.
Shield of Champions Those Dragon Knights who have proven themselves as
champions of the King’s 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 carrying a shield of champions has the Feel No Pain
(5+) special rule.
Exodite Armour
Knight Armour The armour worn by Dragon Knights is made of thick armoured
plates which are light but tough, with an underweave of psycho-
reactive 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.
Knight Armour confers a 3+ 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.
Scaly Hide 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.
Warden Armour The armour worn by Dragonwarders is similar to that of the
Dragon Knights, but lighter and more flexible.
Warden Armour confers a 4+ Armour Save.
10 Codex Eldar Exodites v2.0 Updated 01/03/2014
Dragonsongs and Instruments
Ballad of the Beast This powerful Dragonsong weaves its way into the minds of the
primal beasts that accompany the Exodites to war, instilling them
with a greater sense of purpose and duty.
Friendly units with the Feral Instincts special rule within 12” of a
Dragonsinger with the Ballad of the Beast are treated as though
they had the Stubborn special rule.
Dirge of Foreboding The Dragonsinger's verses carry with them a sense of dread and
terror that are difficult for enemies to ignore.
All enemy units within 12" of at least one Dragonsinger with the
Dirge of Foreboding suffer a -1 penalty to their Ld for all Morale
Checks, Regroup Tests and Pinning Tests (to a minimum of 2).
Dragon Harp In the hands of a skilled Dragonsinger, a dragon harp is capable
of creating the most pure tones imaginable. The Exodites find the
sound of this music very heartening.
All friendly Exodite units within 12” of a Dragonsinger with a
Dragon Harp may Regroup using a normal Leadership Test even
if less than 25% of the unit’s models are still alive. Units with the
Feral Instincts special rule are not affected by the Dragon Harp.
Hunting Horn 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.
All friendly Exodite units within 12” of a Dragonsinger with a
Hunting Horn at the start of the Assault Phase gain the Rage
special rule for the duration of that Assault Phase.
Prelude of Hope The lyrics of this Dragonsong remind the Exodites of their
heritage and destiny as rightful rulers of their worlds, and the
galaxy as a whole.
All friendly Exodite units within 12” of a Dragonsinger with the
Prelude of Hope roll 3D6 and pick any two when taking Morale
Checks, Regroup Tests and Pinning Tests. Units with the Feral
Instincts special rule are not affected by the Prelude of Hope.
War Drum A skilled Dragonsinger 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 friendly Exodite units within 12” of a Dragonsinger 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.
Exodite Vehicle Equipment
Ghostwalk Matrix A ghostwalk matrix utilises the knowledge and wisdom contained
within a spirit stone to guide the vehicle on its path.
A vehicle with this upgrade has the Move Through Cover special
rule.
Holo-fields Harnessing kinetic energy to shimmer and distort the vehicle’s
silhouette, holo-fields prevent the foe from targeting vulnerable
areas.
Provided the vehicle moved in the previous Turn, it gains +1
Cover Save. If it does not already have a Cover Save, it gains a
6+ Cover Save.
Power Field Power fields reroute a portion of the vehicle’s energy supply to
project a glimmering shield of protection around the vehicle.
A model with a power field has a 5+ invulnerable save.
Spirit Stones Some Eldar vehicles incorporate large spirit stones with a
captive animus that can control the vehicle should it be disabled.
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.
11 Codex Eldar Exodites v2.0 Updated 01/03/2014
SPIRITSINGER DISCIPLINES
The mysterious Spiritsingers are able to use music and song to shape and guide their attunement to their world spirits, 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.
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.
Spiritsingers and those singing Harmonies only suffer Perils of
the Warp on rolls of double 6 unless some special rule would
otherwise make them more susceptible to Perils of the Warp.
SPRITSINGER MELODIES To represent the fact that their psychic powers are based on faith
in their fallen deities and the singing of complex musical
progressions and structures, Exodite Spiritsingers do not generate
their psychic powers randomly, but are instead allowed to choose
which abilities they know. At the start of a battle, a Spiritsinger
may a select a number of Melodies equal to their Mastery Level.
Melodies are their primary musical abilities, and are used in the
same way as normal Psychic Powers. However, it is possible to
enhance these Melodies with the Harmonies described below.
SPIRITSINGER HARMONIES Harmonies are lesser musical abilities that the Spiritsinger
teaches to their companions in order to enhance their already
potent Melodies. At the start of a battle, a Spiritsinger may select
a number of Harmonies equal to their Mastery Level.
You may attempt to add one or more Harmonies to any Melody
that has been cast immediately before the Melody is resolved.
Harmonies may not be added to a Melody that incurs Perils of
the Warp. To add a Harmony to a Melody, choose one Harmony
from those that the Spiritsinger knows, and choose one other
model in the Spiritsinger's unit to sing the Harmony. The singing
model takes a Psychic Test exactly as though they were a Psyker
- including the risk of incurring a Perils of the Warp attack upon
themselves. (Note that a model which sings a Harmony does not
count as a Psyker in any other way!) A character chosen from
any source other than Codex: Exodites who has joined the unit
may not sing Harmonies.
If the Psychic Test is passed, the Harmony is added to the
Melody, and you may attempt to add further Harmonies to the
same Melody using the same process. If the Psychic Test is
failed, the Harmony is not added, and you may not attempt to add
further Harmonies to the same Melody casting. In the event that
the Psychic test is passed but incurs Perils of the Warp, the
Harmony is added successfully, but further Melodies may not be
attempted.
The first Harmony you attempt to add to a given Melody casting
has no Warp Charge cost. Each additional Harmony attempted
for a Melody casting costs 1 Warp Charge, which must be
expended by the Spiritsinger who originally cast the Melody. No
model may be used to sing more than one Harmony each Turn.
No Harmony may be added to a single Melody casting more than
once, but you may use the same Harmony for multiple Melodies
during a single Turn provided all other requirements are met.
Unless otherwise noted, a Melody and all added Harmonies are
treated in all ways as a single power when used.
“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 their goddess of
dreams and fortune, known as Lileath. Much is lost in the
translation.
12 Codex Eldar Exodites v2.0 Updated 01/03/2014
MELODIES
Hymn to Asuryan Warp Charge 1 The Spiritsinger’s 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:
Range Strength AP Type
Hymn to Asuryan 6” 4 4 Assault D6, Srikedown
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.
Maiden’s Lullaby Warp Charge 1 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.
Maiden’s Lullaby is a malediction that targets a single non-
vehicle enemy unit within 18”. If the power is manifested, the
target must take a Pinning Test on 3D6. This power may even
affect units which are normally immune to Pinning, and abilities
which allow a unit to automatically pass Pinning or Leadership
Tests are ignored.
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.
Nocturne of Shadow is blessing that targets the psyker. Whilst
the power is in effect, all enemy units shooting at the psyker or
any unit within 6” of the psyker 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.)
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 Spiritsinger’s 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
roll, To Wound roll, Armour Save or Leadership Test. Any
unused Fate Counters are lost at the start of the next Exodite turn.
HARMONIES
Chorus The Spritsinger is able to expand and project their songs,
allowing them to carry further.
This Harmony doubles the range of the Melody it is being added
to. Crescendo and Dissonance Harmonies added to the same
Melody casting also double their range.
Crescendo The Spiritsinger’s song reaches a powerful climactic moment
which inspires confidence in those around them, calling them to
stand firm in the face of the enemy.
If Crescendo is added to a Melody, any friendly units within 6”
which are Falling Back may immediately attempt to Regroup. In
addition any friendly units within 6” which have Gone to Ground
may take a Leadership Test. If the Test is passed, the unit
immediately recovers.
Units that Regroup or recover in this way may do nothing during
the current Phase, but may act normally afterward as if they had
not previously been Falling Back or Gone to Ground.
Dissonance The Spiritsinger is able to combine the tones of their music
together in a way that is unnerving and painful to other psykers.
If Dissonance is added to a Melody, all enemy psykers within 6”
of the Spiritsinger must immediately take a Leadership Test. If
the test is failed, they suffer a Wound which ignores Armour and
Cover Saves. Dissonance is treated as a separate power from the
Melody it is added to for the purposes of Deny the Witch rolls.
Refrain The Spiritsinger is able to weave their music together in a
repetitive manner, allowing them to invoke their powers in a
more potent manner.
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.
. When added to Hymn of Asuryan, the nova improves its
profile to S5 AP3.
. When added to the Maiden’s Lullaby, the affected enemy unit
suffers a –D3 penalty to their Leadership for the purposes of
the Pinning Test.
. When added to the Nocturne of Shadow, units in range of the
power may re-roll any 1’s when making Cover Saves.
. When added to the Prelude of Fate, you may add an additional
D6 Fate Counters.
13 Codex Eldar Exodites v2.0 Updated 01/03/2014
WARLORD TRAITS
If you choose a Dragon King or Dragon Prince as your Warlord, they must roll on the below Warlord Traits chart rather than those
found in the Warhammer 40,000 Rulebook
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.
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.
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 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.
3 Unbreakable Resolve. The Warlord’s 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.
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!
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.
The Warlord has the Furious Charge and Rage special
rules. In addition, on the turn that he charges, he also
has the Fear special rule.
6 Master of Monsters. The Warlord has an affinity for
communing with the greatest of beasts, able to compel
them to greater feats of ferocity.
All friendly Monstrous Creatures 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.
14 Codex Eldar Exodites v2.0 Updated 01/03/2014
DRAGON KING
A Dragon King is the sovereign ruler of an Exodite World. His
word is law and the loyalty of his subjects absolute. The Dragon
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 Dragon 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 Dragon 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 Dragon King to be chosen, he will be
elected by the many Barons, Chieftains and Herdwardens from
among the ranks of the Dragon 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.
The outcome of these elections is very important, as a Dragon
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!
WS BS S T W I A Ld Sv
Dragon King 6 6 3 4 3 6 3 10 3+
UNIT TYPE: Heavy Cavalry (Character)
SPECIAL RULES
Dragonhide, Independent Character, Jungle Born
Sovereignty: The Dragon King of an Exodite World commands
absolute loyalty from his subjects, and they trust in him for their
security at all times.
As long as they are within 12” of the Dragon King, all Dragon
Princes, Kindred Guard, Noble Knight Kindreds, Dragon Knight
Kindreds and Dragonwarder Kindreds may use his Leadership
for any Morale and Pinning Tests they are required to take.
WARGEAR
Armour of Vaul: A powerful relic from before the time of The
Fall, 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.
The Armour of Vaul confers a 2+ Armour Save, and grants the
wearer a 4+ Invulnerable Save. These saves cannot be further
improved in any way.
Blade of Vaul: An ancient artifact brought with the Exodites
from the Eldar homeworlds, the Blade of Vaul is very potent. It is
said that the blade is so sharp it can cleave the soul from the
body.
Range Strength AP Type
Blade of Vaul - +1 3 Melee, Rending,
Soulcleave
Soulcleave: If a model suffers any unsaved wounds from the
Blade of Vaul and survives, it must take a Leadership test at the
end of the assault phase. If the test is failed, the victim is
removed 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 into
minor injury.
A model carrying the Shield of Vaul gains the Feel No Pain (4+)
special rule.
Vaul’s Sigil: One of the most potent artifacts brought by the
Exodites as they fled the Eldar empire, the 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 Alter of Vaul - a ritualistic process that
takes days.
Once per battle, the wearer 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 for the purposes of Combat
Resolution, Force Weapons, Pinning weapons, etc.
The Relics of Vaul
These powerful relics are heirlooms of a forgotten age,
brought with the Exodites as they fled their homeworlds
seeking solace in the unknown wilderness of space. These
artifacts glow with power, increasing in intensity as they are
brought closer together.
If the Dragon King is equipped with all four of the Relics of
Vaul (the Armour of Vaul, the Blade of Vaul, the Shield of
Vaul and Vaul’s Sigil), then he gains the following additional
benefits:
The Dragon King may re-roll any failed Armour or
Invulnerable Saves.
The Blade of Vaul adds an additional +1 to its Strength
value (for a total bonus of +2).
The Dragon King gains the Eternal Warrior special rule.
15 Codex Eldar Exodites v2.0 Updated 01/03/2014
DRAGON PRINCE
Barons of the wealthiest, most influential noble kindreds are
known as Dragon Princes. These are among the strongest and
most experienced warriors and leaders on an Exodite world, and
it is from their ranks that a Dragon King will be elected.
In times of war, it will fall to the Dragon Princes to lead small
raiding parties or even entire contingents of Exodite warriors into
battle, under the coordination of the Dragon King and his royal
kindred.
WS BS S T W I A Ld Sv
Dragon Prince 5 5 3 4 3 6 3 9 3+
UNIT TYPE: Heavy Cavalry (Character)
SPECIAL RULES
Dragonhide, Independent Character, Jungle Born
DRAGONSINGERS
Dragonsingers are very important to the Exodite kindreds.
They are highly empathic and have an affinity for 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.
Dragonsingers are also able to use their abilities to create
powerful, musically-based effects that can bolster the Exodites in
battle and hamper their foes.
During times of relative peace and harmony, the Dragonsingers
are responsible for ensuring that the proper musical rituals are
performed 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 so
their 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.
WS BS S T W I A Ld Sv
Knightsinger 4 4 3 4 1 5 1 8 3+
Wardsinger 4 4 3 4 1 5 1 8 4+
Noblesinger 4 4 3 4 1 5 2 8 3+ Kindredsinger 4 4 3 4 1 5 2 8 3+
UNIT TYPE: Heavy Cavalry (Character)
SPECIAL RULES
Dragonsingers always have the same special rules as the
rest of their unit.
KINDRED GUARD
The kindred of a Dragon King or Dragon Prince are invariably
among the most skilled and seasoned warriors the Exodites have
to offer. They will often have access to the most powerful
weapons and armour available.
When the Exodites ride to war, it is the Kindred Guard who are
tasked with protecting their lords as they lead the charge. Their
ferocity and determination on the battlefield are matched only by
their loyalty to their lord.
WS BS S T W I A Ld Sv
Kindred 4 4 3 4 1 5 2 8 3+ First Knight 4 4 3 4 2 5 2 9 3+
SPECIAL RULES
Dragonhide, Jungle Born
UNIT TYPE: Heavy Cavalry
Bodyguard: First Knight is a special position of honor in a
Kindred Guard. He is tasked with protecting his lord at all costs.
Whilst the First Knight is still alive, the owning player
automatically passes their Look Out Sir! Rolls for Independent
Characters joined to this 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.
16 Codex Eldar Exodites v2.0 Updated 01/03/2014
SPIRITSINGERS
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
Dragon 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, able to draw on the
power of the world spirits and their ancient, fallen gods in order
to disrupt and demoralize their enemies.
WS BS S T W I A Ld Sv
Spiritsinger 4 4 3 4 2 5 2 9 -
UNIT TYPE: Heavy Cavalry (Character)
SPECIAL RULES
Dragonhide, Jungle Born, Psyker
WARGEAR
Mark of Isha: Some Spiritsingers are marked out by the goddess
Isha in some way. This will generally be a birthmark in the shape
of the tear-laden eye of Isha. These remarkable individuals
benefit from the protection of the goddess’ power.
A unit which contains a Spiritsinger with the Mark of Isha may
re-roll failed Deny the Witch rolls. The re-roll will only succeed
on a D6 roll of 6+.
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.
Once per battle, at the beginning of the Exodite player’s turn, a
model with a Tear of Isha may use it to generate an additional D3
Warp Charge points that turn.
PSYKER A Spiritsinger chooses their powers from the Melodies and
Harmonies Spiritsinger Disciplines.
HERDMASTER
The Herdmaster is the highest ranking member of the order of
dragonwarders. He owes fealty to none save the Dragon King
himself, and acts to coordinate the efforts of the dragonwarder
kindreds under his command. The Herdmaster of an Exodite
world is chosen in much the same way as a Dragon King, with
the Herdwardens of each dragonwarder kindred forming an
electorate body to select the most experienced and capable leader
to carry the burden and honour of the title.
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.
WS BS S T W I A Ld Sv
Herdmaster 4 4 3 4 2 5 2 9 4+
UNIT TYPE: Heavy Cavalry (Character)
SPECIAL RULES
Dragonhide, Independent Character, Hit & Run, Jungle
Born, Scouts, Split Fire
17 Codex Eldar Exodites v2.0 Updated 01/03/2014
DRAGON KNIGHTS
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.
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.
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.
WS BS S T W I A Ld Sv
Dragon Knight 4 4 3 4 1 5 1 8 3+
Chieftain 4 4 3 4 1 5 2 8 3+
UNIT TYPE: Heavy Cavalry
SPECIAL RULES
Dragonhide, Jungle Born
DRAGONWARDERS
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 dragonwarders, and they are charged with
patrolling the Exodite worlds, keeping watch over the other
kindreds and warning them of danger, whether it be vicious
predators, natural disasters or even invasion by outsiders.
In order to fulfill their duties, the dragonwarders 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
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.
More so than even the other kindreds, the dragonwarders 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 dragonwarders aloft to ride
on the back of the wind, gaining a significant aerial advantage.
WS BS S T W I A Ld Sv
Dragonwarders 4 4 3 4 1 5 1 8 4+
Herdwarden 4 4 3 4 1 5 2 8 4+
UNIT TYPE: Heavy Cavalry
SPECIAL RULES
Dragonhide, Hit & Run, Jungle Born, Scouts,
Split Fire (Herdwarden only)
18 Codex Eldar Exodites v2.0 Updated 01/03/2014
NOBLE KNIGHTS
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.
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.
WS BS S T W I A Ld Sv
Noble Knight 4 4 3 4 1 5 2 8 3+ Baron 4 4 3 4 2 5 2 9 3+
UNIT TYPE: Heavy Cavalry
SPECIAL RULES
Dragonhide, Jungle Born
SUNDERED KNIGHTS
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, worthy of the memory of his
fallen companion.
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.
WS BS S T W I A Ld Sv
Sundered Knight 4 4 3 3 1 5 1 8 3+
UNIT TYPE: Infantry
SPECIAL RULES
Fearless, Fleet, Furious Charge, Infiltrate, Jungle Born
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.
If at the start of any Assault phase a unit of Sundered Knights is
within 12" of a friendly unit of Dragon Knights, Noble Knights,
Kindred Guard, Dragonwarders or any Exodite Independent
Character, the Sundered Knights gain the Hatred and Rage
special rules until the end of that Assault phase. In addition, they
must declare a charge if they are able to do so.
19 Codex Eldar Exodites v2.0 Updated 01/03/2014
RAPTORS
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 easily capable of
bringing down a large megadon, or even a carnosaur.
When the Exodites ride to battle, their dragonsingers 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 dragonsinger and the raptor pack is tenuous at best,
however. Should the link to the pack be disrupted, they may flee
the field of battle.
WS BS S T W I A Ld Sv
Raptor 4 0 3 3 1 4 2 6 5+
Pack Leader 5 0 4 3 1 4 3 7 5+
UNIT TYPE: Beasts
SPECIAL RULES
Dragonhide, Feral Instincts, Furious Charge, Jungle Born
WARGEAR
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.
In a Turn in which Raptors charge into combat, they treat their
Natural Weapons Attacks as having the Rending rule until the
end of that Phase.
TRICHEDONS
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.
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.
WS BS S T W I A Ld Sv
Trichedon 3 0 4 5 2 3 1 6 4+
Unit Type: Infantry
SPECIAL RULES
Dragonhide, Feral Instincts, Furious Charge, Jungle Born,
Thunderous Charge
20 Codex Eldar Exodites v2.0 Updated 01/03/2014
DRAKES
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.
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 dragonsingers, the
drakes do so the most willingly, and are likely to continue
helping their friends even if the dragonsingers are incapacitated.
WS BS S T W I A Ld Sv
Drake Wing 3 3 2 3 3 5 3 8 6+ Queen’s Wing 3 3 2 3 4 5 4 9 6+
UNIT TYPE: Jump Beasts
SPECIAL RULES
Dragonhide, Feral Instincts, Fleet, Hit & Run, Jungle Born,
Swarms
Loyal: Among the creatures which answer the call of the
dragonsingers, 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.
Drakes may re-roll all failed Morale tests. Drakes treat any
model with a Hunting Drake as a Dragonsinger for the purposes
of Regrouping in regards to the Feral Instincts rule.
WARGEAR
Fiery Breath: Drakes are capable of breathing small gouts of
flame. Alone, an individual drake’s flame is not powerful enough
to be considered more than a minor threat. However, entire
wings of drakes have been known to work together to burn their
targets, using coordinated flight patterns that result in an attack
much more dangerous than the sum of its parts.
Each Drake Wing and Queen’s Wing is able to breathe fire,
which is treated as a ranged weapon with the profile given below.
In addition, Drakes are treated as having Assault Grenades, but
only during the Assault Phase.
Range Strength AP Type
Fiery Breath Template 4 5 Assault 1
GREAT DRAKE
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!
When facing powerful or numerous enemies, the Exodite
dragonsingers 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.
WS BS S T W I A Ld Sv
Great Drake 5 3 6 6 3 5 3 9 3+
UNIT TYPE: Flying Monstrous Creature
SPECIAL RULES
Dragonhide, Feral Instincts, Jungle Born
WARGEAR
Blazing Breath: Like the smaller drake 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.
This is treated as a ranged weapon, with the profile given below.
In addition, a Great Drake is also treated as having Assault
Grenades, but only during the Assault Phase.
Range Strength AP Type
Blazing Breath Template 6 4 Assault 1, Torrent
21 Codex Eldar Exodites v2.0 Updated 01/03/2014
SAILBACKS
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.
Even more deadly is the Firemouth, a larger and more foul-
tempered variety of Sailback, whose poisons are even more
corrosive and whose temperament matches their typical fiery-red
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.
WS BS S T W I A Ld Sv
Sailback 3 3 4 4 2 3 1 6 4+ Firemouth 4 3 5 4 2 3 2 6 4+
UNIT TYPE: Beasts
SPECIAL RULES
Dragonhide, Feral Instincts, Jungle Born
WARGEAR
Corrosive Venom: Sailbacks produce a highly acidic poison
that they are able to both infuse into their powerful bites, as well
as spit over impressive distances. They use this poison primarily
for hunting and defence, but when called to war by the Exodites,
it is used to deadly affect as a sort of biological artillery.
Range Strength AP Type
Ranged Profile 36” 4 - Assault 1, Barrage, Poisoned (4+), Rending
Melee Profile - 4 - Melee, Poisoned (4+),
Rending
Firemouth Venom: Firemouths are a larger, more ferocious
variety of the Sailback species. Their venoms are stronger and
more deadly, and they are significantly more aggressive.
Firemouths have the improved profile shown above. In addition,
their Corrosive Venom is improved to use the below profile.
Range Strength AP Type
Ranged Profile 36” 5 - Assault 1, Barrage, Poisoned (4+), Rending
Melee Profile - 5 - Melee, Poisoned (4+),
Rending
22 Codex Eldar Exodites v2.0 Updated 01/03/2014
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.
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 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.
WS BS S T W I A Ld Sv
Megadon (Small) 3 3 6 6 3 2 3 6 3+
Megadon (Medium) 3 3 7 7 4 2 2 6 3+
Megadon (Large) 3 3 8 8 5 1 2 6 3+
UNIT TYPE: Monstrous Creature
SPECIAL RULES
Dragonhide, Furious Charge, Jungle Born, Thunderous
Charge
Gun Platform: When the Exodites ride a megadon into battle, it
is arrayed with a specially constructed battle platform that is
designed to allow the riders to fight on the move, automatically
compensating for the turbulent lumbering gait of such a large
creature as it moves.
A megadon may always fire its entire compliment of weapons
once per Shooting phase, always counting as stationary. It must,
of course, fire all of them at the same enemy target.
Spooked: 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 megadon’s 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 a Leadership value of 9.
23 Codex Eldar Exodites v2.0 Updated 01/03/2014
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.
In the desperation of battle, the Exodites are sometimes able to
call upon the dubious aid of a nearby carnosaur, sending it
crashing into the ranks of the enemy to sow confusion and fear as
it searches hungrily for something edible. The risk here is that,
due to the carnosaur’s 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 attacking their foes.
WS BS S T W I A Ld Sv
Carnosaur 5 0 7 6 3 4 3 8 4+
UNIT TYPE: Monstrous Creature
SPECIAL RULES
Dragonhide, Feral Instincts, Furious Charge, Jungle Born
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.
Carnosaurs treat their close combat Attacks as having the
Fleshbane special rule.
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 as large as
or larger than themselves.
Carnosaurs are treated as being Fearless whenever they are
locked in combat.
If there is a Monstrous Creature, Flying Monstrous Creature or
any type of Vehicle within 12" and in Line of Sight of a
Carnosaur and the Carnosaur is required to Fall Back for any
reason, it will instead attempt to charge the nearest Monstrous
Creature, Flying Monstrous Creature or Vehicle that is in Line of
Sight, be it friend or foe. If it successfully charges the model,
work out the combat during the next Assault phase, counting the
Carnosaur as charging, and under the control of the opponent of
the model that was charged until the combat comes to an end.
24 Codex Eldar Exodites v2.0 Updated 01/03/2014
WAR WALKERS
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 a 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 ─┐
WS BS S Front Side Rear I A HP
War Walker 3 3 5 10 10 10 4 2 2
UNIT TYPE: Walker, Open-Topped
SPECIAL RULES
Fleet, Jungle Born, Scouts
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.
WS BS S T W I A Ld Sv
Bright Stallion 4 4 9 7 5 5 3 10 3+
Fire Gale 4 4 9 7 5 5 3 10 3+ Towering Destroyer 4 4 10 8 6 5 4 10 3+
UNIT TYPE: Monstrous Creature
SPECIAL RULES
Fearless, Jungle Born
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.
WARGEAR
Jump Jets: Many Knights are fitted with powerful jump jets that
allow them to make graceful leaps across the battlefield,
improving their already impressive mobility.
A Knight equipped with jump jets changes its unit type to Jump
Monstrous Creature.
25 Codex Eldar Exodites v2.0 Updated 01/03/2014
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 warriors and, for a while at
least, enjoy the freedom of mind which is impossible on the
Craftworlds. Some Outcasts 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 so are always made welcome in the
courts of the tribal Exodites.
WS BS S T W I A Ld Sv
Ranger 4 4 3 3 1 5 1 8 5+
UNIT TYPE: Infantry
SPECIAL RULES
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.
WARGEAR
Mesh Armour: Mesh armour is comprised of thousands of tiny
pieces of thermoplast that harden on impact to form an effective,
lightweight armour.
Mesh armour confers a 5+ Armour Save.
Ranger Long Rifle: Ranger long rifles are precision implements
designed for sniper fire. So armed, a Ranger can hit an enemy’s
eye socket at a thousand paces.
Range Strength AP Type
Ranger Long Rifle 36” X 6 Heavy 1, Sniper
26 Codex Eldar Exodites v2.0 Updated 01/03/2014
HARLEQUINS
For the warrior dancers of the Harlequins, there is no
distinction between art and war. Followers of the cunning deity
known as the Laughing God, they are the strangest and most
inscrutable of all the Eldar. Their mastery of the physical arts
twinned with their incredible speed makes the Harlequins the
deadliest fighters of their race. Every moment is a performance,
and they perform their legendary masques with puissant skill,
flair and passion – their hallmark upon the field of battle.
The Harlequins are not tied to any particular craftworld or
Exodite world, but wander from world to world through the
interspacial tunnels of the webway. They occasionally grace
other Eldar with impressive performances and acrobatic displays,
and are even rumoured to visit the cursed Dark Eldar in their
twilight city of Commorragh. In these pageants each Harlequin
plays the role of one of the figures from Eldar legend, and they
act out stylised versions of Eldar mythic cycles.
Harlequins wear exotic multi-coloured costumes at all times,
and employ shimmering holo-suits they call dathedi. Similar in
function to the holo-fields used by Eldar battle tanks, a holo-suit
breaks up the outline of the wearer. Every time the wearer moves
his outline explodes into a scintillating cloud of tiny fragments,
and when he stops he coalesces into a solid image once again.
The Harlequins never show their real faces but conceal them
beneath a shifting mask that can assume any image at the will of
the wearer. When the followers of the Laughing God go to war,
their masks reflect the worst nightmares of those who gaze upon
them.
WS BS S T W I A Ld Sv
Harlequin 5 4 3 3 1 6 2 9 -
Shadowseer 5 4 3 3 1 6 2 9 -
Death Jester 5 4 3 3 1 6 2 9 - Troupe Master 5 4 3 3 1 6 3 10 -
UNIT TYPE: Infantry
SPECIAL RULES
Fleet, Furious Charge, Hit & Run
WARGEAR
Flip Belt: Harlequins’ unnatural agility is enhanced by anti-grav
technology.
Harlequins are not slowed by difficult terrain.
Holo Suit: Eldar Harlequins use sophisticated holo-suits to
fragment their image and baffle incoming fire.
A holo-suit grants the wearer a 5+ Invulnerable Save.
Harlequin’s Kiss: When the needle-pointed muzzle of the
Harlequin’s kiss is punched into an enemy’s body, the
monofilament wire concealed within it uncoils, immediately
reducing the unfortunate victim’s insides to a gory soup.
Range Strength AP Type
Harlequin’s Kiss - User - Melee, Rending
Fusion Pistol: Fusion weapons cause the molecules in the target
to hyper-vibrate, generating so much heat that their targets burst
into flames before suddenly liquefying and then evaporating into
nothingness.
Range Strength AP Type
Fusion Pistol 6” 8 1 Pistol, Melta
27 Codex Eldar Exodites v2.0 Updated 01/03/2014
SHADOWSEERS
Shadowseers are specialist psykers whose abilities are centered
around confusion and fear. They add to the potency of their
performances by releasing programmed hallucinations from their
creidann grenade launcher backpacks. During the masques, the
Shadowseers act as storytellers, forming scintillating phantoms
that dance and duel in the air. In battle, they can force visions of
unholy terror upon the foe or even remove the Harlequins’
presence from their minds altogether.
Hallucinogen Grenades: These grenades release a thick, sweet-
smelling hallucinogenic gas that pacifies and disorients those
who inhale it.
All models in a unit that contains one or more models with
hallucinogen grenades counts as being armed with plasma
grenades.
Veil of Tears Warp Charge 1 Sketching a gesture in the air, the Shadowseer hides his
Harlequin comrades from sight.
Veil of Tears is a blessing that affects the Shadowseer and their
unit. Any enemy unit wishing to target the Shadowseer or their
unit must roll 2D6x2. If the Shadowseer or their unit are not
within this distance in inches, the enemy unit may not fire this
turn.
DEATH JESTERS
The Death Jesters are heavy weapon specialists, sinister
warriors who stand apart from their fellow Harlequins and even
from each other. Their costumes always feature skulls, bones and
death’s head masks, and are often decorated with bones of their
predecessors. Death Jesters have a morbid sense of humour, and
their mocking laughter often heralds a messy and painful death.
Shrieker Cannon: A Death Jester’s Shrieker Cannon fires
shuriken impregnated with virulent genetic toxins, causing its
victims to rupture and explode in spectacular fashion.
Range Strength AP Type
Shrieker Cannon 24” 6 5 Assault 3, Bladestorm, Pinning
THE DANCE WITHOUT END
The plays and songs of the harlequins are
full of subtle meanings and significances
that only the Eldar can fully appreciate. The
roles within each performance are always
taken by the same players, thus the role of
the Laughing God is always played by the
Troupe Master himself, whilst that of Fate
is played by the Shadowseer, Death by the
Death Jester and so on. The majority of the
roles are played by the Chorus and the
Mimes, who make up the bulk of the
Troupe. Having no individual names or
identities they have become the players of
the Troupe in a quite literal way. For
example, Mimes never speak and always
wear their expressive shape-shifting masks,
never revealing their faces.
Only one can play the part of She Who
Thirsts – the silent and reclusive Harlequin
known as the Solitaire. His role commands
ultimate fear and respect, and also makes
him the most dangerous of all Harlequins,
for a Solitaire treads the Path of Damnation.
28 Codex Eldar Exodites v2.0 Updated 01/03/2014
DYANN AL’ATHAR THE GREAT WARRIOR KING
Dyann Al’Athar 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 Dragon King of Bai’n-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 Al’Athar with his dying breath, which, loosely translated,
means “Great Warrior King.”
The Eldar of Bai’n-Ish loved their King greatly and, after
seeing off the knight barons after a long and bitter struggle,
vowed that they would serve no King until the child came of age
and could take his rightful place as their sovereign 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 Al’Athar 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 Bai’n-Ish.
Soon after ascending to his throne, Al’Athar was put to the test
as the knight barons returned to again plunder the herds of Bai’n-
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, Al’Athar took up his father’s 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.
Though the knight barons were great in number, Al’Athar 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 Bai’n-Ish, and Clauditus himself met
his end at the tip of Al’Athar’s 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.
WS BS S T W I A Ld Sv
Dyann Al’Athar 7 6 3 4 3 6 4 10 3+
UNIT TYPE: Heavy Cavalry (Character)
SPECIAL RULES
Dragonhide, Independent Character, Jungle Born
Absolute Sovereignty: On the world of Bai’n-Ish, Dyann
Al’Athar 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.
As long as they are within 12” of Dyann Al’Athar, all Dragon
Princes, Kindred Guard, Noble Knight Kindreds, Dragon Knight
Kindreds and Dragonwarder Kindreds gain the Stubborn special
rule, may use his Leadership for any Morale and Pinning Tests
they are required to take, and benefit from Heroic Morale as if
they were joined by an Independent Character.
WARGEAR
Spear of Kurnous: The Spear of Kurnous is a potent weapon
carried by Dyann Al’Athar’s 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.
Range Strength AP Type
Ranged Profile 12” 10 - Assault 1, Fleshbane
Melee Profile - +1 - Melee, Armourbane, Fleshbane
29 Codex Eldar Exodites v2.0 Updated 01/03/2014
LIR’KUROM FÜRTE THE BEASTCALMER
Lir'Kurom Fürte is the Dragon King of Mai’n-Kurnou. His rise
to the Kingship was an unusual one, as he was not raised
amongst the Exodite nobility, but rather among the
Dragonwarders. Serving as a Dragonsinger 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.
After many years of relative peace and prosperity, the world of
Mai’n-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-
earned lizard-riders. His Waaagh! struck swiftly and his Orks
offered no quarter as they brutally slaughtered the Exodites and
their herds alike.
Lir’Kurom 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, Lir’Kurom 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 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
and kruizers 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 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.
The Dragon 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 Lir’Kurom Fürte, who had
tamed the beast with his will alone. He carried a long lance
which spat white-hot death into the ranks of the Orks, while the
great beast upon which he rode smashed them aside, ripped them
asunder, or devoured them. Following behind was a great host of
various jungle beasts which quickly set upon the Ork hordes.
With the arrival of this new enemy, the Orks found a terror
they hadn’t 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 Fürte their new
Dragon King.
WS BS S T W I A Ld Sv
Lir'Kurom Fürte 6 6 7 6 3 6 3 10 3+
UNIT TYPE: Monstrous Creature (Character)
SPECIAL RULES
Dragonhide, Independent Character, Jungle Born,
Sovereignty
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.
Lir’Kurom Fürte treats his close combat Attacks as having the
Fleshbane special rule.
Beastcalmer: Lir’Kurom Fürte is hailed as the most empathic
Dragonsinger ever to live. His connection to the various beasts
of his world is unparalleled.
As long as Lir’Kurom Fürte is on the table, all friendly units with
the Feral Instincts special rule are treated as if they were always
within 12” of a Dragonsinger.
30 Codex Eldar Exodites v2.0 Updated 01/03/2014
EL’IYSA ISHMAL THE VOICE OF THE MOTHER
El’Iysa 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.
El’Iysa 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.
Wherever she travels, El’Iysa speaks to the Eldar people,
telling them of times past, and times yet to come. She reminds
them of the dangers of She Who Thirsts, and the perils of
slipping back into the time of terror before the Fall. She calls
them to arms against enemies who would seek to eradicate the
Eldar and supplant their rightful rule of the galaxy, and rides to
battle alongside any of her kind willing to fight for the glory of
the Eldar and the memory of their long-lost mother.
What her ultimate goals may be is unknown, for she speaks
only of those things which stir the hearts and move the hands of
those around her. That she has some higher purpose for her
people is beyond doubt for any who have heard her stirring
voice, and they are willing to follow her to whatever end.
WS BS S T W I A Ld Sv
El’Iysa Ishmal 4 4 3 4 2 5 2 10 3+
UNIT TYPE: Heavy Cavalry (Character)
PSYKER El’Iysa always has access to all powers from the Melodies and
Harmonies Spiritsinger Disciplines.
SPECIAL RULES
Dragonhide, Independent Character, Jungle Born, Psyker
(Mastery 3)
Chosen of Isha: El’Iysa has been marked out as the chosen
voice of the goddess Isha, and as such benefits from her
protection as she draws upon the power of the Warp.
El’Iysa is a Spiritsinger and has access to all of the Spiritsinger
Melodies and Harmonies. Whenever El’Iysa suffers a Perils of
the Warp attack, she may ignore it on a D6 roll of 3+.
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 El’Iysa 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.
El’Iysa and any unit she has joined are granted the Hatred rule
in regards to any model with the Mark of Nurgle or the Daemon
of Nurgle special rule.
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 El’Iysa 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, El’Iysa may choose to speak to
a single unit of Dragon Knights, Noble Knights, Kindred Guard
or Dragonwarders within 18”, granting the unit and any attached
characters either the Furious Charge or Stubborn special rule
until the start of the next Exodite turn. (Note that this may be
El’Iysa’s own unit.)
WARGEAR
Staff of Sorrows: The Staff of Sorrows is a sacred relic passed
down through the ages, always to a specially chosen
Spiritsinger. It is said that the blade atop the staff was forged
from the very first tear which Isha shed upon learning of her
separation from her mortal children, the Eldar race.
Range Strength AP Type
Staff of Sorrows - User - Melee, Armourbane,
Fleshbane, Sorrowful, Soul Blaze
Sorrowful: Any model that suffers an unsaved Wound from the
Staff of Sorrows must pass a Leadership test or be removed
from play. (Note that this does not apply to Wounds caused by
the Soul Blaze rule – only Wounds inflicted directly by the Staff
of Sorrows.)
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 El’Iysa may draw a single stored Warp
Charge point from the Staff and add them to her own Warp
Charge total. Warp Charge points stored in the Staff remain in
the staff until they are drawn out or El’Iysa is slain.
31 Codex Eldar Exodites v2.0 Updated 01/03/2014
MEI’NLY KURIM-WE
Young Mei’nly was born into the Dem-Gillath knight kindred
on the world of Kur’Liras. Her father Ya-nus, the kindred’s
Chieftain, was a firm and strict leader who followed the oldest
traditions to the letter. This included the outdated tradition
forbidding females of the Kur’Liran 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 Kur’Liras.
This was rather unfortunate for Mei’nly, who at a very young
age discovered a distinct aptitude for music and a strong talent
for calming the many beasts of her kindred’s herds. It was
obvious to all by Ya-nus that the child was destined to be a
Dragonsinger, perfectly suited, but he would not yield.
After others of the kindred, including Mei’nly’s 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, Mei’nly ran away,
banishing herself into exile.
While wandering in the wilderness of Kur’Liras, she came
across an entire clutch of unhatched and unattended Drake eggs.
Watching the eggs for days without sleeping, Mei’nly 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 Mei’nly 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 Mei’nly
during the hatching, stayed with her and adopted her as a
surrogate “mother”.
Eventually, Mei’nly found her way to another, far less
hidebound group of Dragon Knights, a kindred known as Bein-
dan. Fay’Lar, the chieftain of her new kindred, petitioned the
Dragon King of Kur’Liran 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 Dragonsinger for her new kindred.
WS BS S T W I A Ld Sv
Mei’nly Kurim-We 4 4 3 4 1 5 1 8 3+
UNIT TYPE: Heavy Cavalry (Character)
SPECIAL RULES
Dragonhide, Jungle Born
Drakesinger: Mei’nly 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
Mei’nly and her fellows, harrying their opponents with small
gouts of flame and raking them with their sharp claws.
Mei’nly counts as a Dragonsinger for the purposes of the Feral
Instincts special rule. In addition, as long as Mei’nly is in play,
she and every model in her unit are treated as if they are
accompanied by a Hunting Drake as described in the Wargear
section. Any unit of Drakes within 6” of Mei’nly at the start of
the Assault Phase gains the Rage special rule for the remainder
of the turn.
WARGEAR
Flaming Breath: Mei’nly is able to coordinate her small flight
of drakes in the perfect application of their fiery breath.
To represent the coordination between Mei’nly and her drake
flight, as long as Mei’nly is in play, her unit may make an
additional Fiery Breath shooting attack beyond their normal
shooting. Choose any model in the unit to be the “firing model”
for the template, and then proceed as normal. This works for both
normal shooting as well as overwatch.
Range Strength AP Type
Flaming Breath Template 4 5 Assault 1
32 Codex Eldar Exodites v2.0 Updated 01/03/2014
EXODITE ARMY LIST
The following pages contain an army list that enables you to field
an Exodite army and fight battles using the scenarios included in
the Warhammer 40,000 rulebook. It also provides you with the
basic information you’ll need in order to field an Exodite army in
scenarios you’ve devised yourself, or that form part 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 these
depending on their role on the battlefield. Each model is also
given a points value, which varies depending on how effective
that model is in battle. Before you choose an army, you will need
to agree with your opponent upon a scenario and the total
number of points each of you will spend. Then you can proceed
to pick your army as described.
USING A FORCE ORGANISATION CHART The army lists are used in conjunction with the force organisation
chart from a scenario. Each chart is split into five categories that
correspond to the sections in the army list, and each category has
one or more boxes. Each box indicates that you may make one
choice from that section of the army list, while a dark-toned box
means that you must make a choice from that section. Note that
unless a model or vehicle forms part of a squad or a squadron, it
is a single choice from what is available to your army.
USING THE ARMY LISTS To make a choice, look in the relevant section of the army list
and decide what unit you want to have in your army, how many
models there will be in it, and which upgrades you want (if any).
Remember that you cannot field models that are equipped with
weapons or wargear not shown on the model. Once this is done
subtract the points value of the unit from your total points, and
then go back and make another choice. Continue doing this until
you have spent all your points. Then you’re ready to do battle!
ARMY LIST ENTRIES Each army list entry consists of the following:
Unit Name: The type of unit, which may also show a limitation on the maximum
number of choices you can make of that unit type.
Page Number: This lists the page number of the unit’s entry in the Forces of the
Exodites section, which may contain wargear, special rules or other information unique to the unit, as well as the unit’s background information.
Profile: These are the characteristics of that unit type, including its points cost. Where the unit has different warriors, there may be more than one profile.
Unit Type: This shows the unit’s type as described in the Warhammer 40,000 rulebook.
Unit Composition: This shows the number of different types of models in the unit, or the number of models you may take for one choice from the force
organisation chart. Often this is a variable amount, in which case it shows the
minimum unit size.
Wargear: These are the unit’s standard weapons, armour and other equipment.
Options: This lists the different weapons and equipment options for the unit and
any additional points for taking these options. It may also include an option to
upgrade the squad to include one or more characters or other special model types.
Special Rules: This is where you’ll find any special rules that apply to the unit.
See the Forces of the Exodites section for the details of these rules.
Psychic Powers: This is where you will find notes on any Psychic Powers that
models in the unit may be able to use.
ALLIES OF THE EXODITES
The Exodites may occasionally find themselves fighting
alongside other forces when the situation warrants, though this is
far less common that many other forces.
Battle Brothers:
Dark Eldar, Eldar, Eldar Corsairs, Eldar Harlequins
Allies of Convenience:
Imperial Guard, Tau
Desperate Allies
Adeptus Mechanicus, Black Templars, Blood Angels, Dark Angels, Genestealer Cult, Grey Knights, Necrons, Orks, Space Marines, Space Wolves, Sisters of
Battle
Come the Apocalypse:
Chaos Cult, Chaos Daemons, Chaos Space Marines, Tyranids
33 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear:
Dragon Lance
Knight Armour
Special Rules:
Dragonhide
Independent Character
Jungle Born
Sovereignty
Options
May replace his dragon lance with one of the following:
laser lance +5 pts
drake lance +15 pts
blade of Vaul +25 pts
May be given one of the following:
shield of champions +10 pts
shield of Vaul +20 pts
May be given any of the following:
armour of Vaul +35 pts
dragon helm +5 pts
dragonhide cloak +5 pts
hunting drake +15 pts
poisoned blade +5 pts
Vaul’s sigil +15 pts
Wargear:
Dragon Lance
Knight Armour
Special Rules:
Dragonhide
Independent Character
Jungle Born
Options
May replace his dragon lance with one of the following:
laser lance +5 pts
drake lance +10 pts
May be given any of the following:
dragon helm +5 pts
dragonhide cloak +5 pts
hunting drake +15 pts
poisoned blade +5 pts
shield of champions +10 pts
King of the World The Dragon King holds sway over an entire Exodite world, his word
is law and his is the responsibility for the lives of his people.
Your army may only ever include a single Dragon King, regardless
of the number of detachments.
Wargear:
Wraithbow
Warden Armour
Special Rules:
Dragonhide
Independent Character
Hit & Run
Jungle Born
Scouts
Split Fire
Options
May be given any of the following:
drake arrows +10 pts
hunting drake +15 pts
poisoned blade +5 pts
pterasaur mount +10 pts
swarm arrows +10 pts
HQ
Dragon King 70 points page 14
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Dragon King 6 6 3 4 3 6 3 10 3+ Heavy Cavalry (Character) 1 Dragon King
Dragon Prince 50 points page 15
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Dragon Prince 5 5 3 4 3 6 3 9 3+ Heavy Cavalry (Character) 1 Dragon Prince
Herdmaster 40 points page 16
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Herdmaster 4 4 3 4 2 5 2 9 4+ Heavy Cavalry (Character) 1 Herdmaster
34 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear:
Spear of Kurnous
Knight Armour
Shield of Champions
Dragon Helm
Dragonhide Cloak
Special Rules:
Absolute Sovereignty
Dragonhide
Independent Character
Jungle Born
King of Bai’n-Ish Dyann Al’Athar holds sway over the world of Bai’n-Ish, his word is
law and his is the responsibility for the lives of his people.
Dyann Al’Athar counts as the single Dragon King you may include
in your army.
Wargear:
Bright Lance
Knight Armour
Dragon Helm
Dragonhide Cloak
Ballad of the Beast
Special Rules:
Apex Predator
Beastcalmer
Dragonhide
Independent Character
Jungle Born
Sovereignty
King of Mai’n-Kurnou Lir'Kurom Fürte holds sway over the world of Mai’n-Kurnou, his
word is law and his is the responsibility for the lives of his people.
Lir'Kurom Fürte counts as the single Dragon King you may include
in your army.
Wargear:
Staff of Sorrows
Rune Armour
Tear of Isha
Special Rules:
Chosen of Isha
Dragonhide
Enemy of Nurgle
Independent Character
Jungle Born
Psyker (Mastery 3)
Voice of Isha
Warlord Trait:
Wrath of Ancient Days
Warlord Trait:
Master of Monsters
Warlord Trait:
Unbreakable Resolve
Psyker:
El’Iysa always has access to all powers from the Melodies and
Harmonies Spiritsinger Disciplines.
HQ
Dyann Al’Athar 125 points page 28
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Dyann Al’Athar 7 6 3 4 3 6 4 10 3+ Heavy Cavalry (Character) 1 (Unique)
Lir'Kurom Fürte 175 points page 29
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Lir'Kurom Fürte 6 6 7 6 3 6 3 10 3+ Monstrous Creature
(Character)
1 (Unique)
El’Iysa Ishmal 150 points page 30
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
El’Iysa Ishmal 4 4 3 4 2 5 2 10 3+ Heavy Cavalry (Character) 1 (Unique)
35 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear:
Dragon Lance
Knight Armour
Special Rules:
Dragonhide
Jungle Born
First Knight Only:
Bodyguard
Spiritsinger Only:
Psyker (Mastery 2)
Options
The First Knight may be given any of the following:
hunting drake +15 pts
shield of champions +10 pts
One Kindred may be upgraded to a Kindredsinger
+5 pts
The Kindredsinger may be given one of the following:
ballad of the beast +10 pts
dirge of foreboding +15 pts
dragon harp +15 pts
hunting horn +20 pts
prelude of hope +15 pts
war drum +15 pts
One Kindred may be upgraded to a Spiritsinger (Mastery
2), replacing his dragon lance with a witchblade and his
knight armour with rune armour +20 pts
The Spiritsinger may upgrade to Mastery 3 +15 pts
The Spiritsinger may replace his witchblade with one of
the following:
a singing spear +5 pts
a witch lance +5 pts
The Spiritsinger may be given any of the following:
Mark of Isha +25 pts
Tear of Isha +20 pts
Options
You may include up to seven additional Kindred
+18 pts per model
Any Kindred, First Knight or Kindredsinger may replace
his dragon lance with one of the following:
laser lance +5 pts
drake lance +10 pts
One Kindred may replace their Dragon Lance with a
Storm Lance +10 pts
Any Kindred, First Knight or Kindredsinger may be
given any of the following:
dragon helm +5 pts
dragonhide cloak +5 pts
poisoned blade +5 pts
Wargear:
Dragon Lance
Knight Armour
Special Rules:
Dragonhide
Jungle Born Options
Any model may be given a poisoned blade +5 pts
The Baron may be given a hunting drake +15 pts
One Noble Knight may be upgraded to a Noblesinger
+5 pts
The Noblesinger may be given one of the following:
ballad of the beast +10 pts
dirge of foreboding +15 pts
dragon harp +15 pts
hunting horn +20 pts
prelude of hope +15 pts
war drum +15 pts
Options
You may include up to seven additional Noble Knights
+18 pts per model
Any model may replace their dragon lance with a laser
lance +5 pts
One Noble Knight may replace their Dragon Lance with
a Storm Lance +10 pts
The entire Kindred may be given dragonhide cloaks
+5 pts per model
Psyker: A Spiritsinger chooses their powers
from the Melodies and Harmonies Spiritsinger Disciplines.
ELITES
Kindred Guard 70 points page 15
Your army may include one Kindred Guard for each Dragon King or Dragon Prince (including Dyann Al’Athar and Lir'Kurom Fürte) included in the army. The Kindred Guard does not take up a Force Organisation slot, but is treated in all other ways like a normal Elites unit.
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Kindred 4 4 3 4 1 5 2 8 3+ Heavy Cavalry 2 Kindred
First Knight 4 4 3 4 2 5 2 9 3+ Heavy Cavalry (Character) 1 First Knight
Kindredsinger 4 4 3 4 1 5 2 8 3+ Heavy Cavalry (Character)
Spiritsinger 4 4 3 4 2 5 2 9 - Heavy Cavalry (Character)
Noble Knight Kindred 65 points page 18
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Noble Knight 4 4 3 4 1 5 2 8 3+ Heavy Cavalry 2 Noble Knights
Baron 4 4 3 4 2 5 2 9 3+ Heavy Cavalry (Character) 1 Baron
Noblesinger 4 4 3 4 1 5 2 8 3+ Heavy Cavalry (Character)
36 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear:
Two Poisoned Blades
Knight Armour
Special Rules:
Fearless
Fleet
Furious Charge
Infiltrate
Jungle Born
The Sundered
Options
You may include up to seven additional Sundered
Knights +15 pts per model
Wargear:
Natural Weapons
Scaly Hide (4+)
Special Rules:
Dragonhide
Feral Instincts
Furious Charge
Jungle Born
Thunderous Charge
Options
You may include up to three additional Trichedons
+20 pts per model
Wargear:
Shuriken Pistol
Close Combat Weapon
Flip Belt
Holo-suit
Special Rules:
Fleet
Furious Charge
Hit & Run
Shadowseer Only:
Psyker (Mastery 1)
Options
You may include up to five additional Harlequins
+18 pts per model
You may upgrade one Harlequin to a Death Jester,
exchanging his shuriken pistol and close combat weapon
for a shrieker cannon +10 pts
You may upgrade one Harlequin to a Troupe Master,
exchanging his close combat weapon for either a
Harlequin’s kiss or a power sword +20 pts
You may upgrade one Harlequin to a Shadowseer with
hallucinogen grenades +30 pts
Any Harlequin may exchange its close combat weapon
for a Harlequin’s kiss +4 pts per model
Up to two Harlequins may exchange their shuriken
pistols for fusion pistols +10 pts per model
Psyker:
A Shadowseer always has
the Veil of Tears psychic
power.
ELITES
Sundered Knights 45 points page 18
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Sundered Knight 4 4 3 3 1 5 1 8 3+ Infantry 3 Sundered Knights
Trichedon Herd 60 points page 19
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Trichedon 3 0 4 5 2 3 1 6 4+ Infantry 3 Trichedons
Harlequin Troupe 90 points page 26
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Harlequin 5 4 3 3 1 6 2 9 - Infantry 5 Harlequins
Shadowseer 5 4 3 3 1 6 2 9 - Infantry (Character)
Death Jester 5 4 3 3 1 6 2 9 - Infantry (Character)
Troupe Master 5 4 3 3 1 6 3 10 - Infantry (Character)
37 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear:
Dragon Lance
Knight Armour
Special Rules:
Dragonhide
Jungle Born
Mei’nly Kurim-We only:
Drakesinger
Flaming Breath
Options
One Dragon Knight may be upgraded to a Knightsinger
+5 pts
One Dragon Knight may replace his Dragon Lance with a
Storm Lance +10 pts
The Knightsinger may be given one of the following:
ballad of the beast +10 pts
dirge of foreboding +15 pts
dragon harp +15 pts
hunting horn +20 pts
prelude of hope +15 pts
war drum +15 pts
One Dragon Knight Kindred in your army may upgrade a
Dragon Knight to Mei’nly Kurim-We, but may not also
upgrade a model to a Knightsinger +50 pts
Options
You may include up to seven additional Dragon Knights
+15 pts per model
The Chieftain may replace his dragon lance with a laser
lance +5 pts
The Chieftain may be given a hunting drake +15 pts
Any model may be given a poisoned blade +5 pts
Wargear:
Hunting Claws
Natural Weapons
Scaly Hide (5+)
Special Rules:
Dragonhide
Feral Instincts
Furious Charge
Jungle Born
Options
You may include up to nine additional Raptors
+13 pts per model
Wargear:
Ranger long rifle
Shuriken pistol
Mesh armour
Special Rules:
Ancient Doom
Battle Focus
Fleet
Infiltrate
Move Through Cover
Stealth
Options
You may include up to five additional Raptors
+12 pts per model
Path of the Outcast Rangers are Craftworld Eldar who have thrown off the constraints
of the Eldar Path for a time, wandering the stars. Many find
themselves drawn to the relative freedom of Exodite societies.
Outcast Rangers may not be used to fill compulsory Troops slots.
TROOPS
Dragon Knight Kindred 50 points page 17
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Dragon Knight 4 4 3 4 1 5 1 8 3+ Heavy Cavalry 2 Dragon Knights
Chieftain 4 4 3 4 1 5 2 8 3+ Heavy Cavalry (Character) 1 Chieftain
Knightsinger 4 4 3 4 1 5 1 8 3+ Heavy Cavalry (Character)
Mei’nly Kurim-We 4 4 3 4 1 5 1 8 3+ Heavy Cavalry (Character)
Raptor Pack 45 points page 19
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Raptor 4 0 3 3 1 4 2 6 5+ Beasts 2 Raptors
Pack Leader 5 0 4 3 1 4 3 7 5+ Beasts (Character) 1 Pack Leader
Outcast Rangers 60 points page 25
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Ranger 4 4 3 3 1 5 1 8 5+ Infantry 5 Rangers
38 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear:
Wraithbow
Warden Armour
Special Rules:
Dragonhide
Hit & Run
Jungle Born
Scouts
Herdwarden Only:
Split Fire
Options
You may include up to seven additional Dragonwarders
+17 pts per model
The entire Kindred may ride pterasaur mounts
+10 pts per model
Any model may be given a poisoned blade +5 pts
The Herdwarden may be given any of the following:
drake arrows +10 pts
swarm arrows +10 pts
The Herdwarden may be given a hunting drake +15 pts
One Dragonwarder may be upgraded to a Wardsinger
+5 pts
The Wardsinger may be given one of the following:
ballad of the beast +10 pts
dirge of foreboding +15 pts
dragon harp +15 pts
hunting horn +20 pts
prelude of hope +15 pts
war drum +15 pts
Wargear:
Dragon Lance
Power Field
Special Rules:
Fleet
Jungle Born
Scouts
Options
You may include up to two additional War Walkers
+40 pts per model
Any War Walker may replace its dragon lance with a
laser lance +5 pts
Each War Walker must be equipped with one of the
following:
eldar missile launcher with plasma and Starshot
missiles +20 pts
. add flakk missiles +10 pts
scatter laser +20 pts
shuriken cannon +15 pts
bright lance +20 pts
The entire kindred may be given ghostwalk matrices
+10 pts per model
Each War Walker may be given any of the following:
spirit stones +10 pts per model
holo-fields +15 pts per model
FAST ATTACK
Dragonwarder Kindred 65 points page 17
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Dragonwarder 4 4 3 4 1 5 1 8 4+ Heavy Cavalry 2 Dragonwarders
Herdwarden 4 4 3 4 1 5 2 8 4+ Heavy Cavalry (Character) 1 Herdwarden
Wardsinger 4 4 3 4 1 5 1 8 4+ Heavy Cavalry (Character)
War Walker Kindred 40 points page 24
┌─ Armour ─┐
Unit WS BS S Front Side Rear I A HP Vehicle Type Unit Composition
War Walker 4 4 5 10 10 10 5 2 2 Walker, Open-Topped 1 War Walker
39 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear:
Fiery Breath
Natural Weapons
Scaly Hide (6+)
Special Rules:
Dragonhide
Feral Instincts
Hit & Run
Jungle Born
Loyal
Swarms
Options
You may include up to three additional Drake Wings
+15 pts per model
Wargear:
Blazing Breath
Natural Weapons
Scaly Hide (3+)
Special Rules:
Dragonhide
Feral Instincts
Jungle Born
Wargear:
Dragon Lance
Special Rules:
Fearless
Jungle Born
Bright Stallion Only:
Agile
Options
May be given one of the following (Towering Destroyer
may be given two):
Knightlance +25 pts
Missile Pod +25 pts
Pulse Cannon +25 pts
Scattershield +15 pts
Suncannon +25 pts
May be given one of the following (Towering Destroyer
may be given two):
Shuriken Cannon +15 pts
Scatter Laser +20 pts
Starcannon +20 pts
Options
May be upgraded to one of the following:
Bright Stallion +15 pts
Towering Destroyer +30 pts
May be given jump jets +15 pts
FAST ATTACK
Drake Flight 60 points page 20
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Drake Wing 3 3 2 3 3 5 3 8 6+ Jump Beasts 2 Drake Wings
Queen’s Wing 3 3 2 3 4 5 4 9 6+ Jump Beasts (Character) 1 Queen’s Wing
Great Drake 150 points page 20
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Great Drake 5 3 7 6 3 5 3 9 3+ Flying Monstrous Creature 1 Great Drake
HEAVY SUPPORT
Knight Construct 180 points page 24
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Fire Gale 4 4 9 7 5 5 3 10 3+ Monstrous Creature 1 Fire Gale
Bright Stallion 4 4 9 7 5 5 3 10 3+ Monstrous Creature
Towering Destroyer 4 4 10 8 6 5 4 10 3+ Monstrous Creature
40 Codex Eldar Exodites v2.0 Updated 01/03/2014
Wargear:
Natural Weapons
Scaly Hide (3+)
Special Rules:
Dragonhide
Furious Charge
Gun Platform
Jungle Born
Spooked
Thunderous Charge
Options
May be upgraded to one of the following:
Megadon (Medium) +20 pts
Megadon (Large) +40 pts
May be armed with 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):
eldar missile launcher with plasma and Starshot
missiles +20 pts
. add flakk missiles +10 pts
scatter laser +20 pts
shuriken cannon +15 pts
bright lance +20 pts
May be given one or more of the wraithbows, depending
on size (Small may have up to two, medium may have up
to three, large may have up to six):
+5 pts per wraithbow
. For every two wraithbows taken, up to one wraithbow
may be upgraded to a flamer +5 pts per flamer
Wargear:
Corrosive Venom
Scaly Hide (4+)
Special Rules:
Dragonhide
Feral Instincts
Jungle Born
Options
You may include up to two additional Sailbacks
+30 pts per model
The entire pack may be upgraded to Firemouths,
replacing their corrosive venom with firemouth venom
+10 pts per model
Wargear:
Natural Weapons
Scaly Hide (4+)
Special Rules:
Apex Predator
Dragonhide
Feral Instincts
Furious Charge
Jungle Born
Territorial
HEAVY SUPPORT
Megadon 100 points page 22
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Megadon (Small) 3 3 6 6 3 2 3 6 3+ Monstrous Creature 1 Megadon (Small)
Megadon (Medium) 3 3 7 7 4 2 2 6 3+ Monstrous Creature
Megadon (Large) 3 3 8 8 5 2 2 6 3+ Monstrous Creature
Carnosaur 100 points page 23
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Carnosaur 5 0 7 6 3 4 3 8 4+ Monstrous Creature 1 Carnosaur
Sailback Pack 30 points page 21
Unit WS BS S T W I A Ld Sv Unit Type Unit Composition
Sailback 3 3 4 4 2 3 1 6 4+ Beasts 1 Sailback
Firemouth 4 3 5 4 2 3 2 6 4+ Beasts
41 Codex Eldar Exodites v2.0 Updated 01/03/2014
PSYCHIC POWER CARDS
A Warp Charge 1
Veil of Tears is a blessing that affects
the Shadowseer and their unit. Any
enemy unit wishing to target the
Shadowseer or their unit must roll
2D6X2. If the Shadowseer or their unit
are not within this distance inches, the
enemy unit may not fire this turn.
SHADOWSEER
A 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.
- When added to Hymn of Asuryan, the nova improves its profile to S5 AP3.
-When added to the Maiden’s Lullaby, the
affected enemy unit suffers a –D3 penalty to
their Leadership for the purposes of the Pinning Test.
-When added to the Nocturne of Shadow,
units in range of the power may re-roll any
1’s when making Cover Saves.
-When added to the Prelude of Fate, you may add an additional D6 Fate Counters.
HARMONY
A Warp Charge 1
Hymn to Asuryan is a nova power with
the following profile:
Rng Str AP Type
6” 4 4 Assault D6, Strikedown
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.
MELODY
MELODY
A Warp Charge 1
Maiden’s Lullaby is a malediction that
targets a single non-vehicle enemy unit
within 18”. If the power is manifested,
the target must take a Pinning Test on
3D6. This power may even affect units
which are normally immune to Pinning,
and abilities which allow a unit to
automatically pass Pinning or
Leadership Tests are ignored.
MELODY
A Warp Charge 1
Nocturne of Shadow is blessing that
targets the psyker. Whilst the power is
in effect, all enemy units shooting at the
psyker or any unit within 6” of the
psyker 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.)
MELODY
A Warp Charge 1
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 roll, To
Wound roll, Armour Save or Leadership
Test. Any unused Fate Counters are lost
at the start of the next Exodite turn.
MELODY
A If Crescendo is added to a Melody, any
friendly units within 6” which are
Falling Back may immediately attempt
to Regroup. In addition any friendly
units within 6” which have Gone to
Ground may take a Leadership Test. If
the Test is passed, the unit immediately
recovers.
Units that Regroup or recover in this
way may do nothing during the current
Phase, but may act normally afterward
as if they had not previously been
Falling Back or Gone to Ground.
HARMONY
A If Dissonance is added to a Melody, all
enemy psykers within 6” of the
Spiritsinger must immediately take a
Leadership Test. If the test is failed,
they suffer a Wound which ignores
Armour and Cover Saves. Dissonance is
treated as a separate power from the
Melody it is added to for the purposes of
Deny the Witch rolls.
HARMONY
HARMONY
Prelude of Fate Crescendo
Dissonance
Hymn to Asuryan Maiden’s Lullaby Nocturne of Shadow
Refrain
A This Harmony doubles the range of the
Melody it is being added to. Crescendo
and Dissonance Harmonies added to the
same Melody casting also double their
range.
HARMONY
Chorus
Veil of Tears
42 Codex Eldar Exodites v2.0 Updated 01/03/2014
EXODITES IN COMPETETIVE PLAY
This section contains ideas for using your Exodite forces in a
“Counts As” list using the Eldar and/or the Dark Eldar Codex.
This is aimed at using your Exodite models in Tournament or
competitive League play, where unofficial rules such as those
presented in this Codex are unwelcome. The list is organised
according to the Force Organisation Chart as it relates to the
Exodite Army List – some of the suggested “Counts As” units
may come from different FOC slots. (i.e. Shining Spears are Fast
Attack units, but are suggested to “Count As” either Dragon
Knights or Noble Knights, which are Troops and Elites units.)
Note that some units from the Eldar and Dark Eldar Codex are
suggested as “Counts As” equivalents for multiple Exodite units.
Where this is the case, extra care must be taken to ensure your
opponent knows what each model is representing. Note that due
to the nature of the “Counts As” system, some of the suggested
units are less than ideal, but the list presented below should
represent the best possible Eldar or Dark Eldar unit(s) to “Count
As” each Exodite unit within these limitations. (For example,
Swooping Hawks and Warp Spiders really don’t equate well to
Drakes, but they are the best of the available units in the Codex.)
The Allied Detachment rules offer the best possible option for
making a good counts-as force, allowing you to pick and choose
the very best unit fits from each Codex to form a single force
capable of laying your opponents to waste!
HQ Exodite Unit Eldar “Counts As” Unit(s) Dark Eldar “Counts As” Units
Dragon King Autarch on Jetbike Baron Sathonyx
Dragon Prince Autarch on Jetbike Baron Sathonyx
Herdmaster Autarch on Jetbike, Baharroth Baron Sathonyx
Dyann Al’Athar Autarch on Jetbike Baron Sathonyx
Lir’Kurom Fürte The Avatar of Khaine, Wraithlord Talos Pain Engine
El’Iysa Ishmal Farseer on Jetbike Baron Sathonyx
ELITES Exodite Unit Eldar “Counts As” Unit(s) Dark Eldar “Counts As” Units
Kindred Guard Warlocks on Jetbikes, Shining Spears Reavers, Hellions
Noble Knight Kindred Warlocks on Jetbikes, Shining Spears Reavers, Hellions
Sundered Knights Striking Scorpions Wracks, Incubi, Mandrakes
Trichedon Herd Wraithblades Clawed Fiends, Khymera, Grotesques
Harlequin Troupe Harlequins Harlequins
TROOPS Exodite Unit Eldar “Counts As” Unit(s) Dark Eldar “Counts As” Units
Dragon Knight Kindred Shining Spears, Windrider Jetbike Squad Reavers, Hellions
Raptor Pack Howling Banshees, Storm Guardians Wyches, Hekatrix Bloodbrides
Outcast Rangers Rangers Kabalite Warriors, Kabalite Trueborn
FAST ATTACK Exodite Unit Eldar “Counts As” Unit(s) Dark Eldar “Counts As” Units
Dragonwarder Kindred Guardian Jetbikes Reavers, Hellions, Scourges
War Walker Kindred War Walker Squadron Talos Pain Engine, Cronos Parasite Engine
Drake Flight Swooping Hawks, Warp Spiders Razorwing Flocks
Great Drake Wraithknight, Falcon Ravager, Razorwing Jetfighter, Voidraven Bomber
HEAVY SUPPORT Exodite Unit Eldar “Counts As” Unit(s) Dark Eldar “Counts As” Units
Knight Construct Wraithknight Talos Pain Engine, Ravager
Megadon Wraithlord, Falcon Talos Pain Engine, Ravager
Carnosaur Wraithlord Talons Pain Engine
Sailback Pack Vaul’s Wrath Support Battery Mandrakes
(with either Shadow Weavers or D-Cannons)
43 Codex Eldar Exodites v2.0 Updated 01/03/2014
Unit Types Unit Types: Beast = Be, Heavy Cavalry = HC, Flying Monstrous Creature = FMc, Infantry = In,
Jump unit = J, Monstrous Creature = Mc, Character = (ch)
Vehicle Types: Open-Topped = O, Walker = W
EXOD I TE SUMMARY
HQ Unit WS BS S T W I A Ld Sv Unit Type Pg
Dragon King 6 6 3 4 3 6 3 10 3+ HC, (ch) 14
Dragon Prince 5 5 3 4 3 6 3 9 3+ HC, (ch) 15
Herdmaster 4 4 3 4 2 5 2 9 4+ HC, (ch) 16
Dyann Al’Athar 7 6 3 4 3 6 4 10 3+ HC, (ch) 28
Lir'Kurom Fürte 6 6 7 6 3 6 3 10 3+ MC, (ch) 29
El’Iysa Ishmal 4 4 3 4 2 5 2 10 3+ HC, (ch) 30
ELITES Unit WS BS S T W I A Ld Sv Unit Type Pg
Kindred 4 4 3 4 1 5 2 8 3+ HC 15
First Knight 4 4 3 4 2 5 2 9 3+ HC, (ch) 15
Kindredsinger 4 4 3 4 1 5 2 8 3+ HC, (ch) 15
Spiritsinger 4 4 3 4 2 5 2 9 - HC, (ch) 16
Noble Knight 4 4 3 4 1 5 2 8 3+ HC 18
Baron 4 4 3 4 2 5 2 9 3+ HC, (ch) 18
Noblesinger 4 4 3 4 1 5 2 8 3+ HC, (ch) 15
Sundered Knight 4 4 3 3 1 5 1 8 3+ In 18
Trichedon 3 0 4 5 2 3 1 6 4+ In 19
Harlequin 5 4 3 3 1 6 2 9 - In 26
Shadowseer 5 4 3 3 1 6 2 9 - In, (ch) 26
Death Jester 5 4 3 3 1 6 2 9 - In, (ch) 26
Troupe Master 5 4 3 3 1 6 3 10 - In, (ch) 26
TROOPS Unit WS BS S T W I A Ld Sv Unit Type Pg
Dragon Knight 4 4 3 4 1 5 1 8 3+ HC 17
Chieftain 4 4 3 4 1 5 2 8 3+ HC, (ch) 17
Knightsinger 4 4 3 4 1 5 1 8 3+ HC, (ch) 15
Mei’nly Kurim-We 4 4 3 4 1 5 1 8 3+ HC, (ch) 31
Raptor 4 0 3 3 1 4 2 6 5+ Be 19
Pack Leader 5 0 4 3 1 4 3 7 5+ Be 19
Ranger 4 4 3 3 1 5 1 8 5+ In 25
FAST ATTACK Unit WS BS S T W I A Ld Sv Unit Type Pg
Dragonwarders 4 4 3 4 1 5 1 8 4+ HC 17
Herdwarden 4 4 3 4 1 5 2 8 4+ HC, (ch) 17
Wardsinger 4 4 3 4 1 5 1 8 4+ HC, (ch) 15
Drake Wing 3 3 2 3 3 5 3 8 6+ Be, J 20
Queen’s Wing 3 3 2 3 4 5 4 9 6+ Be, J (ch) 20
Great Drake 5 3 6 6 3 5 3 9 3+ FMc 20
HEAVY SUPPORT Unit WS BS S T W I A Ld Sv Unit Type Pg
Fire Gale 4 4 9 7 5 5 3 10 3+ Mc 24
Bright Stallion 4 4 9 7 5 5 3 10 3+ Mc 24
Towering Destroyer 4 4 10 8 6 5 4 10 3+ Mc 24
Megadon (Small) 3 3 6 6 3 2 3 6 3+ Mc 22
Megadon (Medium) 3 3 7 7 4 2 2 6 3+ Mc 22
Megadon (Large) 3 3 8 8 5 1 2 6 3+ Mc 22
Carnosaur 5 0 7 6 3 4 3 8 4+ Mc 23
Sailback 3 3 4 4 2 3 1 6 4+ Be 21
Firemouth 4 3 5 4 2 3 2 6 4+ Be 21
VEHICLES ┌─ Armour ─┐
WS BS S Front Side Rear I A HP Unit Type Pg
War Walker 3 3 5 10 10 10 4 2 2 W,O 24
D6 WARLORD TRAIT 1 Ride Forth to Battle!
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.
2 Impetuous.
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.
3 Unbreakable Resolve.
The Warlord has the Adamantium Will and
Stubborn special rules.
4 Champion of the Wild Hunt.
The Warlord has the Monster Hunter and
Tank Hunter special rules.
5 Wrath of Ancient Days.
The Warlord has the Furious Charge and Rage special rules. In addition, on the turn
that he charges, he also has the Fear special
rule.
6 Master of Monsters. All friendly Monstrous 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.
EXODITE ARMOUR Armour of Vaul: The Armour of Vaul confers a 2+
Armour Save, and grants the wearer a 4+ Invulnerable Save. These saves cannot be further improved in any
way.
Holo Suit: A holo-suit grants the wearer a 5+
Invulnerable Save.
Knight Armour: Knight Armour confers a 3+ Armour
Save.
Mesh Armour: Mesh armour confers a 5+ Armour
Save.
Rune Armour: Rune Armour grants the wearer a 4+
Invulnerable Save.
Scaly Hide: 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.
Warden Armour: Warden Armour confers a 4+
Armour Save.
44 Codex Eldar Exodites v2.0 Updated 01/03/2014
RANGED WEAPONS Weapon Range Strength AP Type
Blazing Breath Template 6 4 Assault 1, Torrent Bright Lance 36” 8 2 Heavy 1, Lance
Corrosive Venom 36” 4 - Assault 1, Barrage,
Poisoned (4+), Rending Dragon Lance 6” 4 5 Assault 1
Drake Lance 6” 8 2 Assault 1, Lance
Eldar Missile Launcher - Flakk Missile 48” 7 4 Heavy 1, Skyfire
- Plasma Missile 48” 4 4 Heavy 1, Blast, Pinning
- Starshot Missile 48” 8 3 Heavy 1, Pinning Fiery Breath Template 4 5 Assault 1
Firemouth Venom 36” 5 - Assault 1, Barrage,
Poisoned (4+), Rending Flamer Template 4 5 Assault 1
Fusion Pistol 6” 8 1 Pistol, Melta
Storm Lance 6” 3 6 Assault 1, Haywire Knightlance 48” 10 2 Heavy 1, Lance
Laser Lance 6” 6 3 Assault 1, Lance
Missile Pod - Airburst 48” 5 4 Heavy 1, Large Blast,
Pinning
- Impact 48” 8 3 Heavy 3
Pulse Cannon 60” 9 2 Heavy 3
Ranger Long Rifle 36” X 6 Heavy 1, Sniper Scatter Laser 36” 6 6 Heavy 4, Laser Lock
Shrieker Cannon 24” 6 5 Assault 3, Bladestorm,
Pinning Shuriken Cannon 24” 6 5 Assault 3, Bladestorm
Shuriken Catapult
Shuriken Pistol 12” 4 5 Pistol, Bladestorm Singing Spear 12” 9 - Assault 1, Fleshbane
Starcannon 36” 6 2 Heavy 2
Suncannon 48” 6 2 Heavy 3, Blast Witch Lance 6” 6 - Assault 1, Fleshbane
Wraithbow 24” 3 6 Rapid Fire, Rending
- Drake Arrows 12” 8 1 Assault 1, Melta - Swarm Arrows 18” 3 - Assault 6, Pinning
MELEE WEAPONS Weapon Range Strength AP Type
Blade of Vaul - +1 3 Melee, Rending, Soulcleave
Corrosive Venom - 4 - Melee, Poisoned (4+),
Rending Dragon Lance - +1 5 Melee, Impact
Drake Lance - 8 2 Melee, Impact, Lance
Firemouth Venom - 5 - Melee, Poisoned (4+), Rending
Harlequin’s Kiss - User - Melee, Rending Storm Lance - User 6 Melee, Impact, Haywire
Laser Lance - +3 3 Melee, Impact, Lance
Natural Weapons - User - Melee, Shred Poisoned Blade - User - Melee, Poisoned (4+),
Specialist Weapon
Singing Spear - User - Melee, Armourbane, Fleshbane
Witch Lance - +1/User* - Melee, Armourbane,
Fleshbane, Soul Blaze
WEAPON SPECIAL RULES 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.
Blazing Breath: This is treated as a ranged weapon, with the profile given to the
left. In addition, a Great Drake is also treated as having Assault Grenades, but only during the Assault Phase.
Fiery Breath: Each Drake Wing and Queen’s Wing is able to breathe fire, which is treated as a ranged weapon with the profile given to the left. In addition, Drakes are
treated as having Assault Grenades, but only during the Assault Phase.
WEAPON SPECIAL RULES 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 firer’s
shooting attacks are still resolved simultaneously.
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.
Soulcleave: If a model suffers any unsaved wounds from the Blade of Vaul
and survives, it must take a Leadership test at the end of the assault phase. If the test is failed, the victim is removed from play with no saves of any kind
allowed.
WARGEAR Dragon Helm: A model wearing a dragon 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.
Dragonhide Cloak: A model wearing a dragonhide cloak increases their
dragonhide invulnerable save from 6+ to 5+.
Flip Belt: Harlequins are not slowed by difficult terrain.
Hallucinogen Grenades: All models in a unit that contains one or more models with hallucinogen grenades counts as being armed with plasma
grenades.
Hunting Claws: In a Turn in which Raptors charge into combat, they treat
their Natural Weapons Attacks as having the Rending rule until the end of that
Phase.
Hunting Drake: 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.
Jump Jets: A Knight equipped with jump jets changes its unit type to Jump
Monstrous Creature.
Mark of Isha: A unit which contains a Spiritsinger with the Mark of Isha may re-roll failed Deny the Witch rolls, succeeding only on a 6+.
Pterasaur: A model mounted on a pterasaur becomes Unit Type: Jump Heavy Cavalry.
Scattershield: 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.
Shield of Champions: A model carrying a shield of champions has the Feel No Pain (5+) special rule.
Shield of Vaul: A model carrying the Shield of Vaul gains the Feel No Pain (4+) special rule.
Tear of Isha: Once per battle, at the beginning of the turn, a model with a Tear of Isha may use it to generate an additional D3 Warp Charge points that
Turn.
Vaul’s Sigil: Once per battle, the wearer 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 for the purposes of
Combat Resolution, Force Weapons, Pinning Weapons, etc.
45 Codex Eldar Exodites v2.0 Updated 01/03/2014
DRAGONSONGS & INSTRUMENTS Ballad of the Beast: Friendly units with the Feral Instincts special rule within 12” of a Dragonsinger with the Ballad of the Beast are treated as though they had
the Stubborn special rule.
Dirge of Foreboding: All enemy units within 12" of at least one Dragonsinger
with the Dirge of Foreboding suffer a -1 penalty to their Ld for all Morale
Checks, Regroup Tests and Pinning Tests (to a minimum of 2).
Dragon Harp: All friendly Exodite units within 12” of a Dragonsinger with a
Dragon Harp may Regroup using a normal Leadership Test even if less than 25% of the unit’s models are still alive.
Hunting Horn: All friendly Exodite units within 12” of a Dragonsinger with a Hunting Horn at the start of the Assault Phase gain the Rage special rule for the
duration of that Assault Phase.
Prelude of Hope: All friendly Exodite units within 12” of a Dragonsinger with
the Prelude of Hope roll 3D6 and pick any two when taking Morale Checks,
Regroup Tests and Pinning Tests.
War Drum: All friendly Exodite units within 12” of a Dragonsinger 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.
SPECIAL RULES Agile: 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.
Ancient Doom: 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.
Apex Predator: Carnosaurs treat their close combat Attacks as having the
Fleshbane special rule.
Battle Focus: 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.
Bodyguard: Whilst the First Knight is still alive, the owning player
automatically passes their Look Out Sir! Rolls for Independent Characters joined
to this 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.
Dragonhide: A model with this special rule has a 6+ Invulnerable Save.
Feral Instincts: Units with this rule may re-roll failed Morale and Pinning tests
if they are within 12” of a Dragonsinger.
Units with this rule which are Falling Back may not attempt to Regroup at the
start of their Turn unless they are within 12” of a friendly Dragonsinger.
If a unit with this rule has a charge declared against them while they are Falling
Back, they may attempt to Regroup as normal regardless of the proximity of a Dragonsinger. If they pass their Regroup Test, Drakes, Sailbacks and Trichedons
count all enemy units in the combat as having the Fear special rule for the
duration of the combat, whilst Carnosaurs, Drakes, Firemouths and Raptors count as having the Hatred special rule for the duration of the combat.
Gun Platform: A megadon may always fire its entire compliment of weapons
once per Shooting phase, always counting as stationary. It must, of course, fire all of them at the same enemy target.
Heavy Cavalry: 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.
Jungle Born: All Exodite units with this special rule, including Monstrous Creatures and Vehicles, are treated as having the Move Through Cover special
rule, but only in regards to Jungle and Forest terrain unless otherwise noted. In
addition, they have the Stealth (Jungles, Forests) special rule.
Spooked: 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 megadon’s remaining wounds to its
Leadership value for the purposes of Morale test it makes (to a maximum of 10).
For example, a megadon (Leadership 6) with 3 wounds remaining would have a Leadership value of 9.
Territorial: Carnosaurs are treated as being Fearless whenever they are locked in combat.
If there is a Monstrous Creature, Flying Monstrous Creature or any type of Vehicle within 12" and in Line of Sight of a Carnosaur and the Carnosaur is
required to Fall Back for any reason, it will instead attempt to charge the nearest Monstrous Creature, Flying Monstrous Creature or Vehicle that is in Line of
Sight, be it friend or foe. If it successfully charges the model, work out the
combat during the next Assault phase, counting the Carnosaur as charging, and under the control of the opponent of the model that was charged until the combat
comes to an end.
The Sundered: If at the start of any Assault phase a unit of Sundered Knights is
within 12" of a friendly unit of Dragon Knights, Noble Knights, Kindred Guard,
Dragonwarders or any Exodite Independent Character, the Sundered Knights gain the Hatred and Rage special rules until the end of that Assault phase. In addition,
they must declare a charge if they are able to do so.
Thunderous Charge: Units with this rule ignore difficult terrain when charging
(i.e. they are not slowed by it, nor do they reduce their Initiative when charging
through it). In addition, units with this rule gain +D3 Attacks instead of +1 when
charging (roll once for the whole unit). If the unit makes a disordered charge,
they do not benefit from this Attack bonus.
Dyann Al’Athar SPECIAL RULES
Absolute Sovereignty: As long as they are within 12” of Dyann Al’Athar, all
Dragon Princes, Kindred Guard, Noble Knight Kindreds, Dragon Knight Kindreds and Dragonwarder Kindreds gain the Stubborn special rule, may use his
Leadership for any Morale and Pinning Tests they are required to take, and
benefit from Heroic Morale as if they were joined by an Independent Character.
WARGEAR
Spear of Kurnous: The wielder of the Spear of Kurnous gains the Furious Charge universal special rule.
Range Strength AP Type
Ranged Profile 12” 10 - Assault 1, Fleshbane Melee Profile - +1 - Melee, Armourbane,
Fleshbane
Lir'Kurom Fürte SPECIAL RULES
Apex Predator: Lir’Kurom Fürte treats his close combat Attacks as having the
Fleshbane special rule.
Beastcalmer: As long as Lir’Kurom Fürte is on the table, all friendly units with
the Feral Instincts special rule are treated as if they were always within 12” of a
Dragonsinger.
46 Codex Eldar Exodites v2.0 Updated 01/03/2014
El’Iysa Ishmal SPECIAL RULES
Chosen of Isha: Whenever El’Iysa suffers a Perils of the Warp attack, she may
ignore it on a D6 roll of 2+.
Enemy of Nurgle: El’Iysa and any unit she has joined are granted the Hatred rule
in regards to any model with the Mark of Nurgle or the Daemon of Nurgle special
rule.
The Voice of Isha: At the start of each Exodite turn, El’Iysa may choose to speak
to a single unit of Dragon Knights, Noble Knights, Kindred Guard or Dragonwarders within 18”, granting the unit and any attached characters either
the Furious Charge or Stubborn special rule until the start of the next Exodite
turn. (Note that this may be El’Iysa’s own unit.)
WARGEAR
Staff of Sorrows:
Range Strength AP Type
Staff of Sorrows - User - Melee, Armourbane,
Fleshbane, Sorrowful, Soul Blaze
Sorrowful: Any model that suffers an unsaved Wound from the Staff of Sorrows
must pass a Leadership test or be removed from play. (Note that this does not
apply to Wounds caused by the Soul Blaze rule – only Wounds inflicted directly by the Staff of Sorrows.)
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 El’Iysa may
draw a single stored Warp Charge point from the Staff and add them to her own
Warp Charge total. Warp Charge points stored in the Staff remain in the staff until they are drawn out or El’Iysa is slain.
Mei’nly Kurim-We SPECIAL RULES
Drakesinger: Mei’nly counts as a Dragonsinger for the purposes of the Feral Instincts special rule. In addition, as long as Mei’nly is in play, she and every
model in her unit are treated as if they are accompanied by a Hunting Drake as
described in the Wargear section. Any unit of Drakes within 6” of Mei’nly at the start of the Assault Phase gains the Rage special rule for the remainder of the
turn.
WARGEAR
Flaming Breath: To represent the coordination between Mei’nly and her drake
flight, as long as Mei’nly is in play, her unit may make an additional Fiery Breath shooting attack beyond their normal shooting. Choose any model in the unit to be
the “firing model” for the template, and then proceed as normal. This works for
both normal shooting as well as overwatch.
Range Strength AP Type
Flaming Breath Template 4 5 Assault 1
47 Codex Eldar Exodites v2.0 Updated 01/03/2014
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.
Inside you will find:
The Exodite Worlds. Information about the
Exodites, the history of their mass exodus, their
way of life and their beliefs.
The Exodite Warhost. Information about the
various troops and characters found within an
Exodite Warhost, from the swift and deadly
Dragon Knights, Dragonwarders 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.