History worlds only to be slain by marauding Orks
or their chosen colony planet's natural
predators. But many more persevered and
The Exodites are those who, a millennium
survived, heading into the galactic east, as
before the fall of the Eldar, predicted the
far from the Eldar empire's core worlds as
coming of the Great Enemy, She Who
they could reach.
Thirsts Slaanesh, born of the growing
decadence of the Eldar. Some of the more
The Exodites settled upon worlds within the
far-sighted noticed this. These few
fringes of the Milky Way Galaxy as early as the
"dissidents" from the dark path began to 26th Millennium. Many of these savage worlds
tread openly, criticizing the lax morals of were harsh and life was inescapably brutal for a
their fellow citizens in the home worlds, people unused to all forms of extensive physical
warning them against the hedonistic effects work and self-denial. When the final cataclysm
of limitless pleasure cults. Those who cried of the Fall erupted in the 30th Millennium and
for restraint were often seen as deluded the psychic birth pangs of Slaanesh consumed
puritans at best, their calls for action mostly the Eldar home worlds, the majority of Exodite
ignored. Soon the general collapse of Eldar colonies were far enough away from the psychic
society into hedonistic excess convinced epicenter, and survived. The resultant psychic
even the most resolute that their species was implosion wiped out the remaining doomed of
racing towards an inevitable disaster. the race, leaving a yawning hole in the fabric of
Fearing this, some Eldar decide to abandon space, a Warp rift which later came to be
their home worlds and colonize new planets known as the Eye of Terror. While many Eldar
so recently formed that they were Craftworlds survived, able to ride out the
completely free of the creeping corruption. resulting psychic shock wave, the Exodites were
These Eldar, like their counterparts of the already relatively safe -- or else they perished,
Craftworlds, remained untainted by the all- their souls consumed by She Who Thirsts along
consuming change, what later generations of with the rest of their race.
the Eldar would call, the Path of Damnation.
Though by the time of their home world
population's destruction, the Exodites would
represent only a small fraction of the Eldar.
These dissidents had then come to be known
as the Exodites, uniquely far-sighted and
pragmatic members of their race, and reviled
by fellow Eldar as dour fanatics obsessed
with misery and self-denial. In fact, some
were driven insane -- their dire premonitions
ceaselessly haunting their every dream --
most likely an effect of the psychic ability
all Eldar innately possessed. Other Exodites
were genuine survivalists who firmly chose
exile over degradation and destruction. All
of those who sought new life began their
exodus in an assortment of various Eldar
spacecraft. Many died during the course of
their long journeys, some reached new
Culture concerning the Exodites' survival. Exodite
Worlds
Since the beginning in which they first
The worlds of the Exodites are savage and
settled, the current Exodite home worlds
untamed, their meager settlements
have not changed a great deal. These Eldar
coexisting with wild beasts of all kinds.
live a more primitive and austere life than
They are too few and far enough between,
that of the Craftworld Eldar and even their
scattered and disruptive to the delicate
surviving corrupted kin, who lived in the
balance of nature. Many are only occupied
Webway before the Fall and are known as
for a few months of the year, because on
the Dark Eldar, or the Drukhari. Exodites
many worlds the Exodites are nomadic,
learned to cultivate crops and harvest other
moving with the seasons and the herds. They
natural resources, their societies adapted to a
time their migrations according to when they
more rigorous and physical culture
must collect and plant their crops, remaining
compared to those of the Craftworlds, who
only long enough to gather what they
still make use of the Eldar's advanced
previously planted in the spring, and staying
technology to maintain a labour-free
until it is time to plant the following year's
existence. Where the Craftworld Eldar cling
crop and set off once again.
to the past of their race and preserve all they
can of their fallen civilisation, the Exodites
Creatures that inhabit these worlds are
have turned their backs, away from ancient
numerous and varied. Most of the Exodite
tradition in favour of a simpler, harder way
worlds are home to large herds of Megadons
of life. Their psychic defenses are now
and other gigantic reptilian beasts the
tougher and more straightforward but not as
Exodites refer to as "dragons." These
subtle and thus ultimately less effective than
creatures are not native to their regions, as
those of their Craftworld cousins. They have
the early Eldar settlers intentionally spread
proven until now to be capable of surviving,
them throughout all their worlds so that they
and of all the Eldar they seem the most
are now quite common. The Exodites follow
likely to continue to do so.
these herds as they graze, carefully
managing them for food. Not only partaking
The Craftworld Eldar regard the Exodites as
of their flesh but of their blood as drink,
rustic and simple folk -- vigorous and wild
skins as clothing and leather-work, and
compared to their own introverted and often
bones and horns, which act in part as
hermetically sealed societies. The system
substitute for psycho-plastic substances such
known as the Eldar paths do not determine
as the Wraitbone used by the Craftworld
the way of life for an Exodite Eldar unlike
Eldar.
those of the Craftworlds. The wilder and
individualistic Exodites are more
Dragons are diverse and contain different
independent-minded and adventurous, able
to live out in this austere fashion because of kinds of species, some of which are unique
their extreme distance from the Eye of to specific worlds and used in different ways
Terror, which still acts as a psychic focus for according to their size and nature. The
the destructive influence of the Eldar's most massive herbivores known as Megadons, are
virulent enemy, Slaanesh. Unfortunately, slow-witted and easy to manage, although
distance alone does not protect them from deadly if panicked or mistreated. These
the Chaos God's desire to consume all souls,
and thus remains a significant priority creatures provide most of the material
resources used by the Exodites. Smaller is where the minds of the dead Exodites are
Megadons are used to transport cargo and preserved forever after their passing from
people across the great plains of their the physical world. Like their Craftworld
kin, the Exodites also wear Spirit Stones,
worlds. A large Megadon on the other hand,
and when they die they are taken beneath the
is capable of carrying a massive structure on earth into one of their great tribal barrows.
its back, bearing the most enormous weights There, they are laid to rest; their Spirit
without concern. The smaller, carnivorous Stones broken upon the altars of the World
dragons ridden by the Exodite warriors are Spirit so their souls may become a part of
used to herd and control the herbivorous that potent psychic collective.
Megadons. These warriors are so adept as to be
This complex psychic energy grid extends
practically born into the tall dragon saddles --
over the entire planet, stretching between the
consummate riders, wielding their long lances
tribal barrows, stone circles and standing
with ease. A stab with one of their lances will stones. The Spirit World (the Warp) and the
turn or stop a Megadon without causing it any Material World (realspace) can interact at
harm, but the same blow would knock the most these special places; the spirits of the dead
hardy Eldar to the ground, lifeless. Warriors are flowing together as one network of pure
an integral part of Exodite societies. They play psychic energy, a vortex of power where the
an important role as protectors of each living can talk to the dead if they possess the
community as well as acting to safeguard their psychic ability to interact with the World
Spirit. The stone circles and standing stones
valuable resources from predators and the like.
scattered all across Exodite worlds are made
from psychically interactive crystals. These
Technology towering stones are essentially gigantic
Spirit Stones that anchor the World Spirit's
The psycho-plastics like Wraithbone that are psychic power into the planet. The links
the cornerstone of Eldar technology are rare between these stones form a part of the
and precious on these remote planets, so the Eldar Webway, but the paths from the
Exodites utilize other substances and rely Webway into the different World Spirits are
upon simpler methods for certain tasks and well-hidden and closely guarded. This
constant physical labor that is all but enables Eldar to move between the
unknown to the Eldar of the Craftworlds. Craftworlds and the Exodite Maiden Worlds
Although this lifestyle is in many respects a by means of the Webway, with interlinking
primitive one, the Exodites still possess paths over the Exodite worlds themselves.
many advanced technologies and remain Because their worlds are home to their
familiar with the sophisticated materials departed spirits and shelter them from the
used on the Craftworlds. It is by choice that predation of Chaos, the Exodites will fight
they live as they do, and their way of life has fiercely in protection of their planet. To
proven every bit as successful, if not more abandon a settled world is akin to
rewarding than those of the other Eldar. abandoning the souls of their ancestors to
the Warp and She Who Thirsts, for without
Every Exodite home world has its own constant replenishment, World Spirits
equivalent to the Craftworlds' Infinity diminish slowly and are rendered vulnerable
Circuit which they refer to as the World
Spirit. This immense store of psychic energy
While individual Exodite societies vary, Outcasts
across worlds as well as between them,
common to almost all of those known is a
The Exodite societies are a common
social structure based around small,
destination for Eldar Outcasts since they are
independent tribal communities. The reasons
notably less hostile to outsiders and those
for this are unclear; it is a commonly-held
who forsake the Eldar Paths than the
belief amongst the scholars of the Imperium
Craftworld Eldar. Often these rogue Eldar
of man that tribalism is the natural state of
seek the patronage of one of the Exodite
the Eldar (evidenced by what little
tribes. In return, they fight alongside the
information is known to the Imperium of the
tribe's warriors and, for a while at least,
Dark Eldar). The life of the Exodites is
enjoy the freedom of mind which is often
thought by these thinkers to bear the closest
impossible to find on the Craftworlds. To
resemblance to the Eldar societies of their
the Exodites, the Outcasts are strange,
lost interstellar empire before the Fall began.
romantic figures, masters of a hidden lore
Exodite society is a tribal one, each group
and way of life which is arcane and archaic.
owing allegiance to a local ruling tribe
They bring skills the Exodites value highly,
which in turn owes fealty to the planet's king
and so are always made welcome at the
and his royal tribe. Despite the claims of
courts of the tribal Eldar.
Imperial scholars, this social structure more
than likely developed out of necessity, as
small, scattered communities were the most
efficient way to utilize the sparse natural
resources of the newly settled Maiden
Worlds. Due to the relatively few number of
Exodites, there are causes to a few territorial
disputes. Open wars between tribes are rare
though skirmishes between rival young
Dragon Knights are known to be common.
Although not openly warlike, the Exodites
are a robust, self-confident people and still
possess the legendary pride -- some would
call it arrogance -- of the Eldar race.
Dragon Knights in particular, frequently try
to steal away a rival's beasts or may attempt
to move their herds over the grazing areas of
other tribes. Such matters are seen as part of
a Dragon 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
tribes to one another, and regardless of how
hard-fought their battles might be, an Eldar
would not despoil or steal the crops of a
rival tribe, even as these lie unprotected for
months at a time.
Exodite Wild Runners
Exodite wild Runners are those who have not Do not be fooled though event without the
trained in any specialty whether it be riding technology of their eldar cousins the can cause
dragons like the exodite lords, dancing the dance devastation with their hit and run tactics, hiding
of war as the war dancers or traveling the amongst the foliage waiting to pounce.
winding path of the psyche as the world and
spirit seers.
They are a common folk that when called forth
to defend their world pick up las pistols, bows,
and spears and defend it to the death. Willing to
give their lives so others might live.
Troop Type M WS BS S T W I A LD
Wild Runner 5 3 3 3 3 1 4 1 8
Infiltration, the squad may use the infiltration
rules described in the warhammer 40,000
rulebook.
Camouflage, The squad blends into its
surroundings with preternatural grace and speed
as such when not moving the enemy is at a -1
penalty when shooing at a squad of wild runners.
Exodite Wardancers
Wardancers roam Exodite worlds in tightly-knit Athel Loren, a form of storytelling more
troupes, treading paths and secret ways that few important to the Exodites than more
others know or dare use. Other Exodites regard conventional method of writing. Wardancers are
the Wardancers as wild and unpredictable, and sublime warriors, made even more deadly
not without cause, for they are the servants and through their war dances. No rhythm is called
worshippers of the World Spirit. The nor are orders issued. Instead, the dancers
Wardancers lead the Exodites in music and instinctively enact a pattern of lethal
rejoicing, and perform the intricate dance rituals movements, complementing the dances
that re-enact the history performed by the rest of the troupe. Each
Wardancer leaps and pirouettes through the
enemy ranks to music only she hears, gracefully
evading her opponent's clumsy blows and
Troop Type M WS BS S T W I A LD
ending his life with an impossibly swift strike of
Wardancer 5 5 5 3 3 1 6 1 8
Immune to Psychology, They enter a ritual Dispersed Formation, the squad has a squad
trance communicating directly with the world coherency maximum distance of 4” per model.
spirit when in battle, thus they are immune to
fear terror and break test as described in the
warhammer 40,0000 rule book
Armor, They go into battle wearing little to no
armor save for ancient shards or rune armor
shattered before the fall these can come in many
shapes such as a pendant or a bracelet and confer
an unmodified save of 6+ against all incoming
hits.
War paint, The Wardancers cover themselves
in war paint created from saps and berry juices
from their home world these fearsome face
markings protect them from psychic attacks by
endowing them with part of the world spirits
essence, they may dispel a psychic attack
directed soley at them on a roll of 4, 5, or 6.
Exodite Scouts
Exodite Scouts, are well-trained survivalists These Eldar then choose or are forced by
and marksmen able to find the eye sockets their fellow craftworld denizens to walk the
and neck joints of even the most heavily "Path of the Outcast," an Eldar wanderer
armored enemy troops with their Long who is equipped to live off the land and to
Rifles. The most skilled of the Eldar explore far and wide from the craftworld.
Rangers are known as Pathfinders. These solitary Eldar are the Rangers.
In order to defeat the constant claim of the Many Rangers, though they remain loyal to
Chaos God Slaanesh on their souls, the their Craftworlds many live long on the
Craftworld Eldar or "Asuryani" practice a welcoming worlds of the Exodites finding
form of emotional deprivation, narrowing the welcome ties of nature calming and
their entire focus onto a single craft, those who stay become known as exodite
perfecting it and then moving on to another, scouts.
a system known as the Asuryani Path.
However, there are some among their
number who cannot stand such practices
either because they are unable to focus on
one Path at a time, are afflicted with
wanderlust, or they simply dislike the
restrictions the craftworld and the
sometimes rigid Asuryani society places on
them.
Troop Type M WS BS S T W I A LD
Scouts 5 3 3 3 3 1 4 1 8
Infiltration, the scouts may set up in hiding
before the beginning of the battle as discussed in
the warhammer 40,000 rulebook.
Dispersed Formation, the Squad may fight in a
dispersed formation with a coherency of 4”
Exodite Beastmaster
The Beastmasters of the exodite worlds can While most embrace this bond to gain
command even the wildest creatures to do greater wisdom and fellowship with other
their bidding. In part, this mastery springs living creatures, Beastmasters in particular,
from their unflinching dedication to their employ it as another weapon in the arsenal
craft, but the training alone would be of the Exodites protective army. It matters
worthless without a Beastmasters’ innate not whether the beast is a raging Carnosaur,
empathy. All eldar share a psychic a cunning Terradon, or the Stegadon, wisest
attunement with the natural world. of all ancient Dragons, eventually, all submit
to the Beastmasters’ will.
Troop Type M WS BS S T W I A LD
Champion 5 4 4 3 3 1 4 1 9
Hero 5 5 5 4 4 2 6 2 9
Dragon 3 3 0 4 4 1 1 2 3
Character, as a character model the
beastmasters point comes from the character
section of the army list
Beastmaster, the beast master must be
included if any salamander or razordon
squads are to be included in the army.
Dispersed formation, the coherency
distance for a beastmaster and his squad is
4”
Cavalry, mounted upon a dragon the
exodite beastmaster adds +3 to his armor
save
Fear, covered in totems and strange sigils
the beastmaster causes fear as described in
the warhammer 40,000 rulebook.
WorldSeer
A Worldseer is the most potent and respected
form of Eldar psyker or Seer upon an exodite
world. A Worldseer was once a Warlock, but
has now become one with the world spirit at
the heart of their home world sifting through
the skeins of fate. They are most often known
for using their vast psychic powers to see the
possibilities of the future so that they can
manipulate events to better ensure the survival
of their world, in the wake of the fall.
Troop Type M WS BS S T W I A LD
Worldseer 5 7 7 4 5 4 9 3 10
Psyker, Worldseers like their craftworld counter
parts are psykers with a mastery level of 4.
Rune Armor, They wear ancient rune armor
that confers to them an unmodified save of 4+
WorldSinger
Worldsingers are gifted Exodite Eldar who
are able to manipulate nature, roughly
equivalent in ability and role to Bonesingers
of the Craftworlds. Pure of spirit,
Worldsingers are one with nature and can
spontaneously grow vegetation and forestry
from seemingly thin air.
They can even manipulate the minds and
immune systems of other creatures by using
their psychic powers.
Troop Type M WS BS S T W I A LD
Spiritseer 5 5 5 4 4 2 7 2 10
Rune Armor 4+ (unmodified Save)
Psyker The WorldSinger has a mastery
level of 3 see the psyker card section of this
codex for their powers and abilities.
Exodite Dragon Knights
The Dragon Knights Are the warrior caste of
the Exodite Worlds. They ride fearsome
carnivorous reptiles which they call dragons.
There are many different kinds of dragons,
from creatures somewhat larger than a
horse, to monsters as big as a house, but
only the smaller agile ones are ridden to
war. The kind most favored by eldar knight
is common to most Exodite worlds.
The leaders amongst the dragon knights are
known as exodite lords, and these are
represented by, Champions, Heroes, and
Mighty Heroes, as shown in the profile
below.
Troop Type M WS BS S T W I A LD
Dragon Knight 5 3 3 3 3 1 4 1 8
Exodite 5 4 4 3 3 1 4 1 9
Champion
Exodite Hero 5 5 5 4 4 2 6 2 9
Exodite 5 6 6 4 4 3 7 3 10
Mighty Hero
Dragon 8 3 0 4 4 1 1 2 3
Cavalry, Exodite dragon knights are a
Cause Fear, Exodite Knights ride huge
cavalry of a special sort this means that the
dragons which cause fear in their opponents.
dragon’s toughness and wounds are never
See the Fear rules in the psychology section
used, as attacks against cavalry always use
of the warhammer 40,000 rulebook for
the toughness and wounds of the rider.
details.
However where as other cavalry gain only a
+1 armor save bonus, or a +2 in the case of
Ork Boarboyz, Dragon Knight receive a +3
armor save bonus.
Remember that cavalry models always adds
the attack value the mount to that of the
rider when fighting in hand to hand combat.
Terradons
Terradons are dangerous predators with While hunting, Terradons often glide
sharp talons and pointed beaks that are filled through the air rather than using their wings
with needle-like teeth. Many creatures fear to propel them across, using the hot thermal
to see the ominous shadow of their wide airs that rise from the jungle to allow them
wingspan or to hear the shrill and piercing to keep themselves afloat without getting
cries of those hunting packs that scour the tired. They can remain airborne for days on
lush jungles for prey. end, but will plummet earthwards upon
seeing even the slightest movement of
Terradons dwell in high crags and atop the potential prey. Terradons are known to
jungle canopy, hundreds of meters above the snatch eggs from the nest-lairs of any
ground. Their keen eyesight can pierce the number of gigantic creatures. Some of these
gloom of the jungle, enabling them to spot eggs bear shells so thick that not even
potential prey at great distances. They will determined sledgehammer blows can break
attack anything man-sized or smaller, and them. This does not stop the Terradon,
are known to swoop down and snatch their however, as it simply grasps the egg with its
victims before finding a perch where they talons and soars, dropping the egg high into
can leisurely pull their prey apart and feed. the sky and releasing its quarry into the earth
Their huge, leathery wings can propel them where it will shatter, releasing the nutritious
at great velocity, and they are surprisingly newborn from its protective shell. This
agile, able to fly at full speed through the behavioral tendency eventually gave rise to
thick jungle, avoiding branches, vines and the first of the Terradon Riders.
trees with relative ease.
Troop Type M WS BS S T W I A Ld
Terradon 12 3 3 4 4 1 2 1 8
Rider 5 3 3 3 3 1 4 1 8
Lighter Cavalry, Terradons have hollow
bones and lighters scales than any of the
other exodite dragons as such they only add
+1 to the armor value of the rider.
Fly, these are treated in the same manner as
skimmers for movement and hand to hand
purposes, including being able to do pop up
attacks.
Egg Dropping, it has become a common may still do a normal attack of his own at
practice for Terradon riders to attach the end of the Terradons movement.
grenade packs to the legs of their Terradons
and train them to drop these on their
enemies as they soar over head. During a
normal move they may drop 1 grenade using
the Ballistic skill of the Terradon on any
vehicle or squad they pass over, the rider
Chompy Swarm
The ruins, deserts and primordial jungles of an foliage, it is all too easy to step within range of a
Exodite world crawl with all manner of these Swarm of small dragons, some have venom that
very same life forms, most of which have never can kill a man-sized victim before he can stagger
been seen outside of their home world. Although more than a few steps. In other, more hospitable
small in size when compared to the apex lands, finding such miniscule menaces in his
predators — the thundering reptilian titans that boots or crawling upon his bedroll is a mere
crash through the underbrush - in many ways inconvenience for a traveller. On an exodite
they are no less deadly. To catch prey and however, it is likely the last thing he will see, as
defend themselves in this perilous environment, the creature’s bites send him into twitching
many of these creatures are highly venomous. paralysis or heart-bursting fits of agony.
Troop Type M WS BS S T W I A LD
Chompys 4 3 0 3 2 5 1 5 10
Swarm, Models are represented by many
smaller models upon a single 40 x 40mm base.
The exact number is not important but the
models should cover it enough to conceivably
fill the base. In most cases 5 models should be
sufficient.
Combat, a swarm moves and fights as a group
with 5 wound and 5 attacks, if your army has
more than one swarm it moves together as
though it where the same as a group of troops.
Leadership, Swarm units always pass any
leadership tests they make for the purposes of
break tests caused by losing hand to hand
combat and the leadership value of 10 is given
for the purposes of completion.
Every step an invader takes is potentially his
last. While hacking a path through the dense
Razordon
Razordons are a species of thorny predatory Without wings, it is not easy to hunt such quick-
reptiles whose whole body is covered with an flying quarry, but the Razordon has developed
array of large, barded spines — hardened spikes its own unique way. It first slinks within range
made of bone that project menacingly out of by crouching low and advancing through the
their bodies. high rushes, or by submerging itself in the water
so that only its eyes and nostrils poke above the
As a defensive protection, this razor-sharp body floating algae of the fetid marshes. When a
armor serves to deter all but the most good-sized insect drones by, the Razordon will
determined of creatures, and even the most fire volleys of its spikes into the air, hoping to
monstrous of a death world’s many apex
impale and bring down its prey.
predators will think twice before attacking a
Razordon. The Razordon’s spines are not only a In much the same manner as the Salamander,
deterrent; however, they are also a deadly Beastmasters, capture and train Razordons,
offensive weapon. By way of powerful muscle although the spiky beasts have no domestic
spasms, Razordons can discharge their spines, uses and are used exclusively on patrols or at
shooting them outwards in a deadly hail. war. Goading such a creature to shoot its darts
is a simple, if somewhat risky operation: the
Razordons are most commonly found in Beastmaster prods the Razordon with the sharp
swampy regions or tidal basins. Razordons feed
end of a spear, and then duck.
on any of the enormous winged insects that
plague the moist swampy air in droning clouds
so dense that they blot out the noonday sun.
Troop Type M WS BS S T W I A Ld
Razordon 6 3 3 4 4 3 2 3 6
Spikes, the Razordon can throw spikes,
these razor sharp projectiles. Have the
following profiles, Str 4 Dam 1 sus.1
If there is no one in charge range they suffer
Beastmasters, every squad of Razordon from stupidity and fire their spikes in
must be accompanied by a Beasmaster random directions, rolled on the hit and
bought from the characters section of the misfire dice possibly hitting their own troops
army list, if he should die, the Razordon will
suffer from 1 of 2 psychological effects Armor Defense before hand to hand is started
chosen at the beginning of the controlling roll a D6, if it is equal to or greater than the
players turn. targets toughness, the target sustains a wound,
and may make an armor saving throw with a -2
If there is an enemy within charge range modifier.
they suffer from frenzy and charge the
nearest model. Stealthy, the Razordon may setup in hiding at
the beginning of the game.
Thick Scales, this gives an armor save of 5 or 6
Salamanders
Propelled by four thickly muscled legs and a Poking a beast as violent as a Salamander is
powerful tail, Salamanders are swift-moving a hazardous task, and over the course of
creatures whether on land or in water. their duties many Beastmasters are eaten or
Salamanders are voracious hunters, and their covered in corrosive bile themselves. On the
favored method of catching prey is to battlefield, Salamander Hunting Packs often
swiftly close the distance, moving through cover the army’s flanks. Beastmasters
underbrush or even submerged under water. attempt to move their beast into a clear
Once within range, they launch a burst of firing position, a difficult task as the
highly corrosive liquid from their gullets, a Salamander often wishes to charge straight
substance so volatile that it can melt through forwards into combat. If the Beastmasters
the ceramite armor of a space marine. line it up correctly, they can coerce a
Salamander to spit its venom upon the foe,
The venom sticks to victims, melting them, before allowing the creature to finish the job
whilst already beginning the digestive with tooth and claw. The Exodites have
process. It is difficult to catch and train a learned that Salamanders are particularly
Salamander, but Exodites known as effective at burning foes out of
Beastmasters manage to do so. Using shock fortifications. The corrosive liquid splashes
poles, Beastmasters goad Salamanders into through embrasures to burn alive any within.
position, and then prod them until they are
angry enough to spit venom.
Troop Type M WS BS S T W I A Ld
Salamander 6 3 3 4 4 3 2 3 6
Venom, the salamander can spit venom at a
target up to 24” away it is a strength 4 1”
blast radius with a -1 modifier, doing d3
wounds to the target on a failed save.
Beastmasters, every squad of salamanders
must be accompanied by a Beasmaster
bought from the characters section of the
army list, if he should die, the salamanders
will suffer from 1 of 2 psychological effects
chosen at the beginning of the controlling
players turn.
If there is an enemy within charge range
they suffer from frenzy and charge the
nearest model.
If there is no one in charge range they suffer Thick Scales, this gives an armor save of 5 or 6
from stupidity and fire their venom in
random directions, rolled on the hit and
misfire dice possibly hitting their own troops
Stegadon
Stegadons are mighty horned reptilian beasts Even the jungle appears to part for their
that have dwelt within the deathworld formidable girth; trees are smashed to
jungles of the exodite worlds since long splinters or swatted aside as the Stegadon
before the coming of the Eldar. They are stomps through even the densest foliage. It
bulky creatures whose heads are covered by is said that the only beasts in all of the
armored crests, out of which project massive exodite worlds that can make a Stegadon
horns. With bony scales and spikes shielding alter its course is the colossal Carnosaur,
their bodies, there are few predators that although a bull Stegadon sufficiently riled
dare challenge them. Territorial and highly might well offer challenge, and in its fury
aggressive, Stegadons will charge any may even drive the enemy off. Exodites
creature that intrudes upon their habitat. often use these beasts of burden to carry
Other creatures stay well clear of these support weapons as the grav technology
herds, for fear of being trampled or gored. originally used has become to hard to
maintain.
Troop Type M WS BS S T W I A Ld
Stegadon 6 2 0 7 6 6 2 5 6
Riders 5 3 3 3 3 1 4 1 8
Impact Hits, when the stegadon charges it
causes d6 strength 5 hits to any squad or
Small Sized vehicle it passes over.
Monstrous creature, the Stegadon may
freely break hand to hand combat with any
man sized creature or smaller.
Fear, the stegadon causes fear as described
in the warhammer 40,000 rulebook.
Weapon Platform, the Stegadon is a very
robust and strong creature and may carry a
support weapon on its back. The platform
adds 3 to its armor value as the crests of the
stegadon have grown over it during its
training through its life time. Unlike the grav
powered versions of these weapons they all
may move and fire as the movement is
powered by the creature carrying it.
Cavalry, the riders add +3 to their armor
save.
Dense Scales, this confers an armor save of
4+ on 2d6
Bastiladon
Bastiladon, sometimes known as Living Such formidable protection, however, does
Bastions, are a mighty and hulking species come at a cost, for the Bastiladon is a
of armored reptiles whose heavily armored lumbering and ponderous creature, slowed
shell is perhaps one of the strongest on the down by its own dense weight. The largest
exodite worlds. It is a walking fortresses, a threat to a Bastiladon comes not from the
living bastion covered in a rock-hard bony prowling gargantuan carnivores, but rather
skin, and then further protected by massive the quicksand and boggy mud that can be
iron-like plates — a natural armor so dense found throughout the steamy jungles.
that it can, sometimes, thwart the bite of the
mighty Carnosaur. Even those blows that Even on solid ground, the heavy tread of the
crack the outermost armor plates cannot armored beast leaves deep prints, and should
penetrate deeply into the beast due to the one wander too deeply into a swampy area it
Bastiladon’s alternating layers of thick
can all too easily become hopelessly mired.
leathery skin and additional scales. Because
of its nigh impenetrable armor, there are few This is exactly how the Exodites have come
predators on exodite worlds that will dare to to trap Bastiladons using all their wits to
attack a Bastiladon. subjugate and then train the beasts.
Troop Type M WS BS S T W I A Ld
Bastiladon 4 2 0 6 5 5 1 4 6
Riders 5 3 3 3 3 1 4 1 8
Impact Hits, The Bastiladon causes D6
strength 5 hits to any squad or vehicle it
charges.
Monstrous Creature, Tank, the Bastiladon
has such strength it may carry a turret from
an eldar tank, if it does so the gunner is
encapsulated in the turret and protected. The
turret can not rotate. The turret can be aimed
at as a separate piece of equipment with an
av of 20 and all weapons are move or fire as
the Bastiladon must brace itself before the
gunner shoots.
Fear, the Bastiladon causes fear as
described in the warhammer 40,000
rulebook.
Cavalry, the driver adds +3 to his armor
save when hit.
Armored Scale, Plating, The Bastiladon has
a save of 3+ on 2D6 due to the thickness of
its scaly skin.
He hissed into the feed. “The aliens have around his limbs and pulled. Corded muscle in
psykers nearby. Seek them out.” his arms and back bunched with the effort of
trying to escape. He reached for the Army
Hunting the witches proved unnecessary. They overseer but he and his men were quickly
emerged from the forest coursing with green smothered. Their crooked fingers went into
lightning. A bolt struck a Legionary in the chest, spasm as they died and then disappeared
announcing the psykers’ presence. Tiny ripples completely as the jungle consumed them.
of energy arced from the impact point as Brother
Oranor quivered in electro-shock. Before his A subtle change in the witch’s siren song caused
smoking armour-carcass hit the ground, his the serpentine roots to contract further, pulling
squad responded. Bolter explosions blossomed down weapons and dragging on limbs. Though
and dissipated against a psychic shield warding they fought it, the Salamanders were getting
the eldar as the Salamanders vented their rage sucked into the earth like the human soldiers
impotently. The twelve-strong coven psy-crafted before them.
in tandem, aggressing and defending alternately.
Invisible kine-shields bloomed ephemerally with “Turn!” Sergeant Bannon rotated his flamers to
engage the living jungle but all six squads were
incandescent missile strikes. Flamer bursts
flared against the psychic wards in lurid, oily enveloped before they could release what was
left of their fuel canisters.
colour, but the witches were left unscathed to
unleash tendril-lightning into the Legionaries The entire front line of the Salamanders was
that split battle-plate with ease. entangled by the choking and crushing
Above the roar of the storm, Heka’tan listened vegetation, stalling the assault.
hard. The whooping cry of the raptor riders cut
through the air, followed by the deep droning of
“Singing, brother-captain?” asked Luminor, his
Apothecary. stegosaurs. Shadows of pterosaurs wheeling and
diving from above flashed across the
Heka’tan nodded slowly. He saw a bare-headed Salamanders’ armour.
witch amongst the coven. Indeed, her lips were
moving with the foul canting of the song. “Fight yourselves free! Retaliate!” Heka’tan
broke a wrist loose and sketched a line of
“It is sorcery. Close your senses to it.” explosive bolter fire into the clinging morass.
His honour guard did the same, chainblades and
Brother Angvenon was at the captain’s opposite gladii hacking at the possessed foliage.
shoulder, and gestured with the bladed sarissa on
his bolter. “Something is happening…” Ahead of him, he could hear the eldar returning.
Too late, Heka’tan saw the danger. This time, they were not alone.
“Fall back!” A low bellow shook the ground under
Heka’tan’s feet. He paused in freeing his sword-
Spewing from the ground, a great tangling thorn arm to follow the source of the sound. From the
snared the Salamander vanguard as the eldar
arboreal depths, a pack of massive alpha-
used their witchery to turn the jungle against predators joined the reinvigorated eldar assault.
them. The supporting Army units were choked Three times the height of a Legionary, heavily
and crushed. Heka’tan lashed out with his muscled with taut sinews and scaled hide, the
chainsword, but the mechanism was quickly carnodons were immense. Not as bulky as a
fouled and overwhelmed. The snagged teeth stegosaur, they exchanged mass for killing speed
churned to a halt. He struggled against the and a pair of deadly saw-toothed jaws. Cold
binding strands but the roots and vines lashed
intelligence blazed in the monsters’ eyes, the
eldar riders on their backs as imperious as feral Oaths of moments and scrolls of parchment were
jungle kings. severed by the creature’s razor-sharp fangs and
loosed on the heady breeze. Decades of
The predator pack broke in front of the rallying honourable deeds, promises of valour and
eldar, easily outpacing the smaller raptors and loyalty kept, disappeared in moments.
cumbersome stegosaurs. Even the pterosaurs, Impossibly hard adamantium buckled and
their riders circling the field like carrion-eaters, creaked under the incredible pressure being
were reluctant to attack with the carnodons so exerted by the carnodon. Fissures ran up the
close. torso section, widening to cracks as they met
Ensnared, Heka’tan knew the Salamanders Attion’s helmet. All the while, the eldar rider
would take heavy losses. On the right flank, he looked on with hard-faced detachment. The
saw Venerable Brother Attion rip free of his Salamander’s sepulchral refuge was torn open.
arboreal bonds and counter-charge one of the Beady, feral eyes regarded a Legionary awash
alpha-predators. The dreadnought slugged it with blood-flecked amniotic fluid. The carnodon
with his power fist, releasing a spray of blood emitted a bellow to express its prowess and
from the monster’s snout. He tried to bring his hunger. Red-rimed fangs were exposed in a
heavy bolter to bear but the beast battered it brutal snarl presaging Attion’s fate. He had
down with its claw and the barrage chewed up fought during the Unification Wars and had been
earth instead of flesh. amongst the first of the Eighteenth to be born on
Terra. It was not a fitting end for such a warrior.
Seizing the carnodon’s neck with his power fist,
Attion held its snapping jaws at bay as he After it was done, the carnodon lifted its ruddy
attempted to wrestle it down. The pistons in the snout, not yet gorged with the small morsel
warrior’s legs strained against the beast’s Attion had provided. The monster’s rider lifted
ferocious strength. His helmeted head, not so its power lance, summoning the others.
unlike those of his brothers, showed no hint of
emotion, though the retinal lenses glowed in
simulation simulation of a Salamander’s fiery
gaze and the servos whining in the mechanisms
feeding power to his arms betrayed the struggle
that was playing out between monster and man-
machine.
Attion released a spit of flame from a shoulder-
mounted weapon and for a moment he had the
upper hand, before the carnodon’s massively
thick tail whipped out and swept the
Salamander’s legs from under him. Attion lost
his grip on the creature’s throat and fell.
Behind his faceplate, Heka’tan’s eyes widened.
He’d never seen a Dreadnought downed so
easily. They were warriors-eternal, honoured
with interment in a potent suit of monstrous
battle armour. Before Attion could retaliate, the
monster had clamped its jaw around the torso
section that housed the venerable warrior’s
atrophied body and squeezed.
Exodite Weapons
Shuriken Pistol Pistol
The Shuriken Pistol, known in the Eldar lexicon as murekh, is a smaller one-handed pistol
version of the Shuriken Catapult. Amongst humans these weapons are sometimes referred to as
"slingers" or "sling pistols." The shorter barrel length and smaller capacity reduces the weapon's
efficiency and so limits the range, rate of fire and power.
The shurikens it fires are identical to those used in the larger weapon; a spinning disc which can
slice straight through flesh and bone. Certain Eldar heroes and warriors, such as Striking
Scorpion Aspect Warriors, use Shuriken Pistols as their main weapon. Other Eldar units usually
use them as secondary backup weapons.
Shuriken Pistol (Murehk)
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 +2 - 4 1 -2 D6+4 1 Sustained fire Dice
Shuriken Catapult Basic Weapon
The Shuriken Catapult, or tuelean in the Eldar Lexicon, is the primary infantry weapon of Eldar
Guardians. Like much of the technology of the Eldar, Shuriken Catapults are grown from the
same psychoactive Wraithbone that forms the physical shell of the Craftworlds. Specialized
subsets of Bonesingers, taken from those who have previously walked the Path of the Warrior,
are tasked with crafting the weapons used by those who would defend their home.
All citizens of the Craftworlds are trained in the use of the Shuriken Catapult as part of their
preparation to form the Guardian militia in times of conflict. In the age of constant war that is the
41st Millennium, most Craftworlds are forced to become better acquainted with these lethal
weapons than many of them would like. Shuriken Catapult (Tuelean)
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 - 4 1 -2 D6+4 Sustained fire-1
Exodite Weapons
Laser Lance Basic Weapon
The Laser Lance is a specialized Craftworld Eldar weapon used by the Shining Spears Aspect
Warriors and the Exodite Dragon Knights. The Laser Lance shoots a powerful, short-ranged
laser beam that is discharged either at close range or upon direct, physical contact with the
enemy. It creates a blinding flash of light when it hits home.
The laser blast is strong enough to be used to run down any enemy units and easily capable of
punching through all but the heaviest armour.
The weapon is ideal for the devastating charges employed by Shining Spears and Dragon
Knights, but in addition to its short range the weapon is otherwise useless in hand-to-hand
combat because of its size and unwieldy nature.
Laser Lance
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 +1 - 5 D3 -3 D6+D3+5 Close combat
Exodite Weapons
Terradon Grenade Harness Basic Weapon
Some Terradon Riders fit harnesses to their mounts which they use to do terror inciting bomb
strafes upon unsuspecting enemy troops as they fly overhead. This is only possible due to
training and the Terradons innate ability to drop megadon eggs with accuracy upon sharp rocks
to retrieve the delicious contents. The harness is filled with frag and krak grenades, enough to
last the entire battle.
Save
Type Str Dmg Mod Armor Pen
Special
Frag 3 1 -1 D6+3 2" blast
Krak 6 D6 -3 2D6+6 Thrown suffers –1 to hit; scatter as normal
Shuriken Cannon Heavy Weapon
The large Shuriken Cannon works in a similar way to the Shuriken Catapult, but has an
ammunition coil to load the weapon more quickly and uses a triple accelerator field for improved
rate of fire and power. While the Shuriken weapons above are all hand-held weapons, the
Shuriken cannon is very large and needs stabilizing gyroscopes to allow any accuracy. They are
generally only ever found mounted on Guardian heavy weapon platforms and Eldar vehicles.
Shuriken Cannon (Buanna)
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 +1 - 5 D4 -3 D6+D4+5 Sustained fire-2
Exodite Weapons
Scatter Laser Heavy Weapon
The Scatter Laser, or Sierbahn in the Eldar Lexicon, is a Laser Weapon that can be mounted on
Eldar Wraithlords, War Walkers, Falcons, Wave Serpents, Eldar Jetbikes and Vypers. The
Scatter Laser can also be used as a support weapon for Guardian Squads whilst mounted to a
Grav Platform.
The weapon itself has six separate laser chambers which allow it to fire in bursts or all six
chambers at once, at either the same target or a multitude of different ones. It stores its energy in
crystalline power cells.
The Scatter Laser, like most Eldar weapons, has an Imperial counterpart, the Multi-Laser, though
the Eldar version is far more power efficient and advanced in design.
The scatter laser may fire 6 shots in the shooting phase, the shots may be fired at different targets
as long as the next target is within 6” of the previous target using normal firing at an enemy
squad rules.
Scatter Laser
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-60 +1 - 6 1 -1 D6+3
Armour
Mesh Armor Rune Shards
It is formed of tens of thousands of individual These are splintered shards of ancient highly
pieces of thermoplas interwoven to produce a psycho conductive rune armor some no bigger
dense material resembling reptile scales or than a small pebble. Usually weaved into a
chainmail. It becomes momentarily rigid when protective charm such as a bracelet or a hair
hit, spreading force across a larger area, thereby piece the field emanating from if significantly
reducing the damage. The thermoplas also weakened from it original power level due to
disperses heat rapidly, giving reasonable being a broken piece of a once greater whole.
protection against energy weapons. The material
is psychically sensitive, automatically reacting This confers an unmodified save of 6+ to the
to the wearer's movements and thoughts to chosen model.
maintain a glove-tight fit as they move and fight.
This armor confers a save of 5 or 6 on a D6, and
is normally reserved for the exodite worlds
Dragon Knights.
Rune Armour
is a protective wraithbone armour suit
psychically moulded to its Eldar recipient. It
provides greater protection than other, bulkier
forms of armour, in part because its psychic
energy can deflect a shot or blast before it hits
the armour. Even lascannons and Plasma
Weapons can be turned aside by Rune Armour.
Rune Armour is worn only by Farseers and
Warlocks of the craft worlds and the Worldseer
and Spiritseers of the exodite worlds.
This armor confers an unmodified saving throw
of 4, 5, or 6 on a D6 meaning that even the Dragon Scale
ravaging energies of a lascannons can be
stopped by the roll of a 4+. The thick scales of dragons are fashioned into
many things, many of which are pieces of
decorative armor, almost as tough as ceramite
the scales reflect las bolts and can even stop a
bolt round from killing its wearer.
Dragon scale confers a 4+ save to its wearer.
Army Selection
Characters 50% Up to half your army may be chosen from the character section of the army list
Squads 25% at least 25% of your army must be chosen from the squad section of the army list
Support 50% up to half your army may be chosen from the support section of the army list
Characters
0-1 Worldseer………… 170 points Spiritseers
The Exodites must be commanded by a world Spiritseer……………… 51 points
Seer or another character chosen from the Spirit Champion …….. 97 points
Character section of the army list. Spirit Master …………152 points
Troop TypeM WS BS S T W I A LD Troop Type M WS BS S T W I A LD
Worldseer 5 7 7 4 5 4 9 3 10 Spiritseer 5 4 4 3 4 1 7 1 9
Weapons Las pistol Spirit 5 5 5 4 5 2 7 1 9
Champion
Armor Rune armor +4 (unmodified save) Spirit 5 6 6 4 5 3 8 2 9
Master
Wargear The worldseer may be given up to 3
wargear cards Weapons Las Pistol
The worldseer may be given additional Armor Rune armor +4 (unmodified save)
Wargear chosen from the armor, assault weapons Wargear A spiritseer may be given up to 2
Special weapons and grenade sections of the wargear wargear cards
list the spiritseer may be given additional
w wargear chosen from the armor assault
Strategy the worldseer has a strategy rating of 4 special weapons and grenades section
Special A worldseer is a psyker with a mastery special spiritseers are psykers with a mastery
Level of 4 level spiritseer 1, spirit champion 2
And spirit master 3
0-1 WorldSinger ……….………… 136 Points Exodite Lords
Champion ……………………….. 38 points
Troop Type M WS BS S T W I A LD
Spiritseer 5 5 5 4 4 2 7 2 10 Hero ……………………………… 64 points
Mighty Hero ……………………... 102 points
Armor Rune Armor 4+ unmodified Save
Weapons Las Pistol
Troop Type M WS BS S T W I A LD
Wargear the WorldSinger may be given up Exodite 5 4 4 3 3 1 4 1 9
Champion
to 2 wargear cards as artifacts and technology Exodite Hero 5 5 5 4 4 2 6 2 9
on the exodite worlds are less common. Exodite 5 6 6 4 4 3 7 3 10
Mighty Hero
The WorldSinger may be given additional Dragon 8 3 0 4 4 1 1 2 3
equipment from the Assault weapons, Special
Weapons, and grenades Section of the wargear
list. Armor Mesh 5 or 6 on a D6
Weapons Las Pistol, Laser Lance
0 – 3 Beast Masters Wargear the beast masters may be given up to1
wargear cards a artifacts and technology on the
Champion ………………………… 38 points exodite worlds are less common.
Hero ……………………………….. 64 points The may be given additional equipment from the
assault weapons, special weapons, and grenade
Troop Type M WS BS S T W I A LD sections of the wargear list.
Champion 5 4 4 3 3 1 4 1 9
Hero 5 5 5 4 4 2 6 2 9
Dragon 3 3 0 4 4 1 1 2 3
Armor Mesh 5 or 6 on a D6
Weapons Las Pistol, Laser Lance
Wargear the Exodite Lords may be given up
to1 wargear cards a artifacts and technology on
the exodite worlds are less common.
The may be given additional equipment from the
assault weapons, special weapons, and grenade
sections of the wargear list.
Special Must ride a Dragon and must remain
within 4” of his squad.
Exodite Terradon Lords Wardancer Chief …………… 50 points
Champion ……………………….. 48 points
Troop Type M WS BS S T W I A LD
Terradon 5 4 4 3 3 1 4 1 9
Hero ……………………………… 74 points Champion
Mighty Hero ……………………... 112 points
Armor Rune Shard 6+ (unmodified save)
Troop Type M WS BS S T W I A LD
Terradon Weapons Las Pistol, Laser Lance
5 4 4 3 3 1 4 1 9
Champion
5 5 5 4 4 2 6 2 9 Wargear the Wardancer Cheif may be given up
Terradon Hero to1 wargear cards a artifacts and technology on
Terradon 5 6 6 4 4 3 7 3 10 the exodite worlds are less common.
Mighty Hero
Dragon 8 3 0 4 4 1 1 2 3 The may be given additional equipment from the
assault weapons, special weapons, and grenade
Armor Mesh 5 or 6 on a D6 sections of the wargear list
Weapons Las Pistol, Laser Lance
Wargear Exodite Lords may be given up to1
wargear cards a artifacts and technology on the
exodite worlds are less common.
They may be given additional equipment from
the assault weapons, special weapons, and
grenade sections of the wargear list.
Squads
Wild Runners ………….. 11 points per model Exodite Scouts ………….. 23 points per model
An exodite army may contain any number of An exodite army may only have 1 squad of
wild runner squads, brave warriors who are fleet exodite scouts, for they are outcasts from their
of foot and keen perception. Craftworlds who rarely stay for long
Troop Type M WS BS S T W I A LD
Wild Runner 5 3 3 3 3 1 4 1 8 Troop Type M WS BS S T W I A LD
Scouts 5 3 3 3 3 1 4 1 8
Squad A squad consists of 5 -10 models per
Squad A squad consists of 5 -10 models per squad
squad
Armor Mesh 5+ save
Armor May be given mesh at 2 points per
model Weapons Needle Sniper Rifle
Weapons none Wargear any model may be given additional
equipment chosen from the assault section of the
Wargear any model may be given additional wargear list
equipment chosen from the assault section of the
wargear list The entire squad may be given frag grenades at
2 points per model and / or krak grenades at 5
Up to 2 models may be given a shuriken points per model.
catapults for the cost of 6 point per model
Exodite Dragon Knights … 36 point per model
Wardancers …………… 25 points per model
An exodite army may have any number of
An exodite army may have any number of war dragon knight squads warriors who ride
dancer squads, warriors gifted with speed and fearsome carnivores, called Dragons.
grace with which they cut down their foes.
Troop Type M WS BS S T W I A LD
Dragon Knight 5 3 3 3 3 1 4 1 8
Troop Type M WS BS S T W I A LD
Spiritseer 5 5 5 3 3 1 6 1 8
Squad A squad consists of 2 -5 models per
squad
Squad A squad consists of 5 -10 models per
squad Armor Mesh armor 5+ save
Armor Rune shard 6+ (unmodified save) Weapons 2 Laser Lance
Weapons 2 chain swords Wargear any model may be given additional
equipment chosen from the assault section of the
Wargear any model may be given additional
wargear list
equipment chosen from the assault section of the
wargear list Any model may be given a lasgun at 2 points per
model, or a shuriken catapult at 6 points per
Any model may be given a shuriken catapult for
model.
the cost of 6 point per model
Squads
Terradon Riders………. 46 points per model Salamander Pack …………75 points per
model
An exodite army may only have a number of
Terradon rider squads equal to the number of An exodite army may have a number of
exodite dragon knight squads they have. Salamander packs equal to all the Terradon and
exodite dragon knight squads combined.
Troop Type M WS BS S T W I A Ld
Terradon 12 3 3 4 4 1 2 1 8 Troop Type M WS BS S T W I A Ld
Rider 5 3 3 3 3 1 4 1 8 Razordon 6 3 3 4 4 3 2 3 6
Squad A squad consists of 2 -5 models per Armor Thick Scales 5+ save
squad
Wargear Venom
Armor Mesh armor 5+ save
Special must be accompanied by a Beastmaster
Weapons 2 Laser Lance
Wargear any model may be given additional
equipment chosen from the assault section of the Chompy Swarms ...……50 points per base
wargear list An exodite army may have a number of Chompy
Any model may be given a lasgun at 2 points per Swarms equal to all the Terradon and exodite
model, or a shuriken catapult at 6 points per dragon knight squads combined.
model.
Troop Type M WS BS S T W I A LD
Special A Terradon rider may equip their mount Chompys 4 3 0 3 2 5 1 5 10
with a grenade harness for 10 points per model.
Razordon Pack……………70 points per model Armor none
An exodite army may have a number of Wargear teeth
razordon packs equal to all the Terradon and
exodite dragon knight sqauds combined. Special must be accompanied by a Beastmaster
Troop Type M WS BS S T W I A Ld
Razordon 6 3 3 4 4 3 2 3 6
Armor Thick Scales 5+ save
Wargear Spikes
Special must be accompanied by a Beastmaster
Support
Stegadon…………… 115 points per model Chariot …………………. 84 points per model
Trained since birth these lizards carry ancient Fast and agile these chariots race around the
eldar weapon platforms and general into battle battlefield additional much needed firepower
and mowing down the unwary opponent.
Troop Type M WS BS S T W I A Ld
Stegadon 6 2 0 7 6 6 2 5 6
Troop Type M WS BS S T W I A Ld
Riders 5 3 3 3 3 1 4 1 8
Chariot - - - - 7 3 - - -
Riders 5 3 3 3 3 1 4 1 8
Crewman 2 Dragons 8 3 0 4 4 1 1 2 3
Armor Mesh 5+ save for crew,
Weapons the chariot is drawn by 2 Dragons and
Dense Scales 4+ on 2D6 ridden by 2 exodite crew one of which is the
rider and one is a driver.
Weapons las pistol
Armor the riders have mesh armor, the Dragons
Wargear may purchase a support weapon from
have a save of 4+ due to their dragon scale
the support weapon of the wargear list.
Wargear the chariot may mount a twin-linked
Special Any Character may ride this creature to
shuriken catapult for 5 points
battle add 10 points for the riding platform and
the character replaces one of the 2 crewman. The riders may choose additional weapons from
the assault weapons and grenade sections of the
wargear list
Bastiladon ……………… 205 points per model
The chariot may have a 3rd rider at a cost of 9
Trained to carry Turrets from ancient eldar tanks points if so that rider may purchase 1 weapon
from the special weapons of the wargear list
These behemoth pack titanic fire power
The chariot may purchase 2 additional dragons
Troop Type M WS BS S T W I A Ld at a cost of 15 points
Bastiladon 4 2 0 6 5 5 1 4 6
Special any character may ride in a chariot they
Riders 5 3 3 3 3 1 4 1 8
replace the rider the cost of the chariot is added
to their character points total
Crewman 2
Armor Mesh 5+ save for crew,
Dense Scales 3+ on 2D6
Weapons las pistol
Wargear must purchase a Turret from the
support weapon of the wargear list.