Codex: Eldar Exodites for Warhammer 40,000 6th Edition

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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 of Codex: Eldar Exodites for Warhammer 40,000 6th Edition

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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)

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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.

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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

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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

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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

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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.

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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.

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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.

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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

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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

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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.

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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

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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.

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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.

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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

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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

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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

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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)

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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)

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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)

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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

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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

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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

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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

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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

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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)

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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.

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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.

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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.

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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

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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.