Codex: Exodites - Warhammer 40K Fantasy

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Thread: Codex: Exodites

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    Senior Member Calixtus's Avatar
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    Codex: Exodites

    Fleetof Foot: As it is with allEldar, the Exodites are preternaturally quick on their feet, due tohollow bones that are filled with a psychoresponsive liquid.All Exodites benefit from the Fleet of FootUSR.
    LatentPsychics: All Eldar are latentpsychics with immense psychic potential, from the evil Dark Eldar, tothe self-seeking Craftworld Eldar, the enigmatic Harlequins, rusticExodites and the ruthless Corsairs. If for whatever reasonan Eldar is forced to take a Psychic Test, he always benefit from a+1 modifier to his rolls, essentially having one more point ofLeadership.
    Woodscraft:The Exodites are born from birthwithin the glades and forest of the Glade. They are used totraversing over such ground, and are in fact most at home in suchterrain, for they are born into it and know no other land. TheGladesmen in fact are trained to move as swiftly as possible throughthe wild jungles of the Maiden Worlds, and they have perfected theirwoodscraft from their daily participation in the Wild Hunt. So at oneare the Exodites with the woods, that they know best how to blendseamlessly with the surrounding trees, requiring all but the sharpesteyes to notice. All Exodites suffer no Movement penaltieswhen travelling through woods, jungle and areas of forest. When insuch terrain, all Exodites gain a +1 to Cover Saves. Furthermore,when Shooting through a wooded terrain, they may fire without havingthe enemy take a CS from the trees blocking from 6" instead of2".
    TheGlade: The Exodites are anon-aggressive people, in fact never leaving the Maiden Worlds, onlywarring in the defence of the Glade that is their home should itbecome threatened by hostile forces invading. The Glade is regardedas sacred by the Exodites, for the flow of the World Spirit isespecially strong there. As such, a battle involvingExodites would always be on the home turf of the Exodites, whichwould require that the landscape be filled with trees. Roll D3+1 togenerate the number of trees, woods and wraithbone forests, to beplaced, with 50% at least on the Exodites' side of the Battlefield.Exodites that are fighting within their half of the Battlefield areconsidered within the Glade, and all Psychic Tests made by theExodites within the Glade may be rerolled. Exodites may avoidsuffering from Perils of the Warp within theGlade through the reroll, and Psychic Powers Cast within the Gladehave their Casting Range increased by 12". The Mastery Levels ofall Psykers within the Glade are increased by 1.
    PsychoplasticWraithbone: PsychoplasticWraithbone is the among the most commonly used materials of theEldar. They use it in their buildings, in fashioning their armour andweapons, all of which are created by their Bonesingers, who mouldthem through psychic resonance with their boneflutes. ThesePsychoplastic Wraithbone weapons, armours and buildings, are capableof limited self-repair, should any injury befall them, as they aresentient. They react to the duress experienced by their bearers, andin lightning-quick response, proceed to in anyway support them, byrepairing the damages done to the Wraithbone armour for instance.Because of this, Psychoplastic Wraithbone is far hardier thanperceived. ThePsychoplastic Wraithbone that is the material of construction forCraftworld Eldar vehicles and Wraithbone-constructs is sentient andintelligently responses to the needs of their Eldar masters, aidingand augmenting for what is required, with limited self-repair,restoring a lost Hull Point or Wound on a roll of a 6+, once within asingle Turn. To represent the intelligent way the Psychoplasticresponses, it can be taken at the moment the vehicle orWraithbone-construct is reduced to 0 Hull Points or Wounds, but iffailed, the unit is lost and destroyed as normal.
    SheWho Thirsts: The Eldar are atwar with everyone, but they only have one true enemy – themselves.All Eldar know that the reason their civilisation is in such disarrayis not due to some lucky Ork Warboss or a Mon-Keigh invasion, butbecause of their own greed and pleasure from all things in excess.Slaanesh, the Great Enemy, only exists because the Eldarsubconsciously willed her into existence, and the Eldar have paid aheavy price ever since. No Eldar will risk such disgrace again, andeach and every minion of Slaanesh serves as a reminder to the Eldarof their past deeds. For this reason, the Eldar fight against suchfoes with more spirit than usual and will go to great lengths toensure that Slaanesh loses her grip on even one follower. AllEldar units have the Preferred Enemy ability,but rather than applying to a certain race (Tyranids, Orks) thisparticular rule applies to all Slaaneshi forces (all units with theMark of Slaanesh, and Slaaneshi Daemons, Greater Daemons of Slaanesh,the Keepers of Secrets). They also have Hatredand Fear of Slaaneshi units.


    Thosefarsighted Eldar who foresaw the coming of the Fall and thedegenerated state of Eldar society, fled to what became known as theMaiden Worlds, lush jungle worlds terraformed to be fit for lifemillennia ago. Not only have these Maiden Worlds been terraformed tobecome lush jungle worlds, the very core of the planets had beenseeded with properties that would prove invaluable to these Eldar whohad foreseen the Fall. These Eldar would be called Exodites, fortheir timely exodus from the main homeworlds of the Eldar.

    One ofthese properties is the presence of a structure of wraithbone layerswithin the outer core of the Maiden Worlds. The wraithbone networkbranches out to form a sort of exo-skeleton within the crust of theplanet. Embedded within the wraithbone structure are psychoactiveSpiritstones. These Spiritstones are programmed to nurture thewraithbone core, spreading them throughout the crust of the planet,integrating it with the planet itself such that it becomes aninseparable part of the planet. Should the wraithbone structure bedamaged, the Spiritstones will automatically cause the wraithbone toenter into self-repair. Ultimately, the wraithbone reaches suchdensity within the core of the planet, and it becomes so integratedwithin the crust, that a psychic grid is projected across theatmosphere of the planet. The psychic grid emanates from thewraithbone structure, permeating the ground and enveloping the entireMaiden World, right to the extent of where the atmosphere ends andthe void of space begins. The psychic field created as such is muchlike the Infinity Circuits of the Craftworlds. The Exodites addressthis psychic field as the World Spirit.

    TheExodites have specially trained Psykers who are especially attuned tothe psychic field that permeates the Maiden Worlds. These Psykers,known as Worldseers, use their psychic senses to ascertain thoseareas where the flow of the World Spirit is especially strong. Theythen place an obelisk crafted from Spiritstone right at the centralpoint where the psychic field is most concentrated, and next setSpiritstone menhirs in the form of a stone circle to delineate theperimeter of the area that is especially resonant with the flow ofpsychic energy. This entire area that is encircled by the Spiritstonemenhirs is called the Glade, and the Exodites take up residencewithin it as their permanent home. Within the Glade, trees arecleared at certain points to create pathways, while at other areas,wraithbone forests might be fostered. The wraithbone forests are madeto appear tree-like outwardly, but within, the branches of eachindividual wraithbone tree lace and intersect with the branches ofother trees to form solid floors to stand upon. There can be manysuch floors within a single wraithbone forest, the entire complex ofwhite wraithbone rising up several stories in the appearance oftrees. Within each floor, branches of wraithbone intersect verticallyto form walls, and in this way rooms are formed in which groups ofkin can take up residence. Certain wraithbone forests are made tohouse the industries of the Exodites, the place where they processfood or forge their weapons, basically places dedicated to thecrafting of the essentials and necessities required of the Exoditesfor the normal functioning of their society.

    Groups ofkin, especially of immediate relation, would form a House, and theseunits of family can reach up to even ten, consisting of two parentsand their children. The entire region that is covered by the Gladereaches that of a town, or at the most, a moderately-sized city. Assuch, space is highly constraint and land becomes a preciousresource. This is not because there is insufficient room to houseevery Exodite; a single wraithbone forest could support up to ahundred kindred with multiple floors. No, land is such a valuableresource because of the great Dragons that populate the lands of theMaiden Worlds. These Dragons were created through bio-engineeringtechniques, by replicating DNA from the original Skydrakes thatroamed the homeworlds of the Exodites. The Dragons were released intothe wilderness of the Maiden Worlds and allowed to populate the landwhere they have become the top predators, but some of them are keptby Exodites as a means of locomotion within the Glade. Asconsiderable skill is required to tame a Dragon, only the strongest,swiftest and most ably-skilled of the Exodites are able to own one.They in turn would require sufficient land space for their Dragon, orin the case of the more successful and skillful Exodites, Dragons.

    Owning aDragon became a mark of one's skill and prowess. In the wilderness ofthe jungles of the Maiden Worlds, these traits were much needed andsought after, and were the only guarantee of one's survival. Thus,the Exodites who had the skill to tame the most Dragons becameregarded with high status. These greatest of the Exodites becameknown as the Dragon Princes, and with their control of the land, theyeffectively seized power. They carved up the Glade into territories,to demarcate where their sphere of influence ended and where that ofa rival Dragon Prince began. Then, those kindreds that fell withinthe domain of a Dragontamer, became the serfs of the Dragontamer.These Principalities were further divided, as those Exodites that hadthe skill to tame even a single Dragon required land space for theirDragon, however small it may be. Thus, within the Glade, one's statusin society was measured by his ability to tame and ride one of theDragons. Doing so would ensure an allotment of land within theterritory of the Dragon Prince, and his allotment of land gave theExodite power, for land was the only tangible object of value withinthe Glade. Those Exodites who lack the physical prowess and skill toown a Dragon were known simply as Gladesmen. These Gladesmen aredelegated by their ruling Dragon Prince to operate the industriesthat craft the food essentials and other necessities that would berequired for the functioning of Exodite society, for daily survival.

    Thisstate of affairs was initially how Exodite society operated, but itevolved in certain ways, after the Exodites had to learn how todefend the Maiden Worlds from invasions by alien forces, such asOrks. It was discovered that the system of having several leadersthat held equivalent power only within their domains, meant that whenthere was an attack on the Glade, the Exodites would be disunited andslow to respond to the invasion before it reached too deep into theheart of the Glade. The separate Principalities led by theirrespective Dragon Princes would have difficulty synchronising theirarmies to work in conjunction with each other, and the full brunt ofthe collective strength of the Glade could not be summoned to facethe foe, which resulted in heavy loss of life. The Dragon Princesdecided that only one amongst their number could hold the title ofDragon Prince, and he would hold lordship over the entire region ofthe Glade. Then, the remaining Dragon Princes would be demoted to therank of Baron, as lords within their own Principalities, butanswerable to the Dragon Prince. The Principality of the DragonPrince would be at the heart of the Glade, the Inner Sanctum, wherethe Spiritstone Obelisk resided, while each individual Baron wouldthen be delegated a section of land outside of the Inner Sanctum,reaching into the Outer Circle. The extent of their territory wouldbe demarcated by the Spiritstone circle that marked the end of thepsychic grid. In order to decide who will be the Dragon Prince andhold rulership over the entire Glade, the Barons would gather at thecentre of the Glade and a ritualistic duel will take place, todetermine who was most capable of holding that title. After all, theyhad risen to become the lords of their Principalities on account oftheir physical prowess and skill which allowed them to tame theDragons, thus it only stood to reason that the strongest of theirnumber would become the Dragon Prince. The Barons fought only withtwo swords, one in each hand, wearing nothing but robes. The duelended when one side conceded. In most cases, the duels do not reachsuch a point where blood is drawn, for the skill of the Barons issuch that they could strike with the blade with such precision as tolightly graze the skin, yet not deep enough to spill blood. This isdespite the fact that the ritualistic duel is fought with killingintent, for the prize afterall is to become the Dragon Prince andgain absolute lordship over the entire Glade.

    Once theDragon Prince was decided, the Barons would return to theirindividual Principalities. Although the Dragon Prince held supremerulership within the Glade, he was overall occupied with the smoothrunning of his own Principality, the Inner Sanctum, while the runningof the Outer Principalities would be left in the capable hands of theBarons. In times of peace, he was more or less an overrated Baron,but he had the influence and power to affect the conditions in any ofthe Outer Principalities if he so wishes. In times of war, the DragonPrince's role was more apparent. When the safety of the Glade becomesthreatened by hostile forces, an Ork invasion for instance, everysingle Exodite would be mobilised, right down to the lowly Gladesman.Each Baron was responsible for assembling the militia army from hisPrincipality, and ensuring that all able-bodied Exodite was armed andequipped for war. Then, the entire Exodite warhost would bemanoeuvred to face off the threat under the command of the DragonPrince. The Dragon Prince was expected to lead the Exodites in thedefence of the Glade not only in the field of battle, but as acommander would, directing and organising the various segments of thearmy in fighting cohesively with each other. Political action couldbe taken by ambitious Barons against the Dragon Prince in the eventthat heavy casualties are suffered by the Exodites. The loss of somany Exodites would then be faulted upon the inept strategic commandof the current Dragon Prince, and the Ritual Duel of the RisingDragon would be reenacted once again.

    Thereason why the Exodites have resorted to such a style of society isthat they saw the comforts and pleasures that technology brings to bethe root cause for the degeneration of Eldar society, prior to theFall. As such, they have chosen instead to live at one with thewilderness, abandoning the need for any regulated society, allowingthe natural wilderness to tame them. The state of Exodite society asit is now evolved out of a natural reaction to circumstances. Eventhen, they recognised the need for basic technology to survive. Asthe Gladesmen do not own land as they have no need for it since theydo not possess Dragons, they hold less power and status than theBarons and the Exodites that are able to tame Dragons. Thus, thelabour of operating and working in the industries that provide thebasic technology that allows the Exodites to live in relativecomfort, falls onto the Gladesmen. Thus in times of peace, theGladesmen are the craftsmen, the scientists and engineers, theartisans and architects. They are also the hunters, for ultimatelythe main food source of the Exodites of the Glade is gotten from thewild beasts that roam the jungles of the Maiden Worlds. While theyprovide and maintain the technology of the Exodites that allows forthe running of society, each Gladesmen is also a master marksman, askill acquired from hours of hunting wild beasts for food.

    Everyday, groups of ten Gladesmen are sent out into the Wilderness to huntfor food supplies. This daily hunt acts doubly as battlefieldtraining for the Gladesmen, for the Gladesmen would be equipped withFlechette Guns, the very firearm used in combat situations. This isbecause the Flechette Guns fires off a sharp needle-like dart, sounlike say the slug of an Autogun, the Flechette Gun does not maul ormutilate the game, leaving much of the flesh intact. The Exoditescall this daily activity the Wild Hunt. They do not see it as achore, but instead this ritualistic hunt is seen by them as a returnback to the times before technology, when they had to lived ahunter-gatherer existence in order to survive against the harshenvironment. The significance of this Ritual Hunt is thus viewed bythem as an evolution of their race, away from the decadence thatresulted from technology. They see it as a test of their souls, infact the test of initiation of an Exodite child when coming of age ishis successful participation in the Wild Hunt. Another keysignificance of the Hunt is that it allows them to dwindle down thenumbers of the wild Dragons which roam the land, for the Dragons arenot native to the Maiden Worlds but introduced by the Exodites. Theyare the top predators due to their tremendous size and power, andhaving no proper place in the food chain, their population must bekept in check by the Exodites, lest they overrun the entire MaidenWorld. Thus, the Dragons are the steeds of war of the Exodites, andalso their food source.

    Eachgroup of ten Gladesmen are led by a Brave, a particularly experiencedand skilful Gladesman. They are called Braves for they have provenparticularly courageous in the act of hunting these dangerous wildbeasts. The other Gladesmen would follow the cue of the Brave, thusthe Brave would be the first to initiate the Hunt and the first toshoot down a Dragon. In order to ensure the survival of allparticipants in the Wild Hunt, the Brave will proceed ahead of thegroup, towards the sighting of the wild Dragon. He proceeds with thegreatest caution, for they would have to preempt and take the Dragonby surprise. The entire party will be in grave danger should theDragon realise their location before they are ready. The key to theWild Hunt is to take down the Dragon from the safety of range, usingthe Flechette Guns, before it could proceed close enough to engagethem in the melee. Should the Dragon be able to close the groundbetween it and the hunting party before it is slayed, there wouldalmost certainly be casualties suffered by the Exodites.

    Gladesman:WS:3 BS:4 S:3 T:3 A:1 W:1 I:4 L:8 AS:6+
    Brave:WS:4 BS:5 S:3 T:3 A:1 W:1 I:5 L:9 AS:6+
    PointCost: 8/18
    UnitSize: 10-20
    Wargear:Flechette Gun, +Chameleoline Cloaks+5Pts

    1Gladesman for every 10 of them may be upgraded to a Brave for +10Pts.The Brave may exchange his Flechette Gun for a Crescentbow at noadditional cost. He may purchase certain Wargear from the Armoury.

    The Flechette Gun is a firearm that fires off a sharpneedle-like dart. The Exodites maintain only very basic technology,and lack the sophisticated weapons and instruments of the CraftworldEldar. This is because they have abandoned the old ways of society,which they blame for the Fall of their race. However, they maintainenough technology to mass-produce the Flechette Gun, which is thestandard firearm of the citizen militia. The flechette used asammunition by the Flechette Gun is produced with a streamline,aerodynamic shape, which gives the gun great range. The Flechette Gunis unique from the Shuriken Catapult of the Craftworld Eldar in thatit has two firing modes, Light and Heavy. In Light firing mode, theflechettes are fired off rapidly, in quick succession. The torsion ofthe spring within the gun is rapidly compressed to give rise to acontinuous rate of fire, so there is little recoil. In Heavy firingmode however, the spring is compressed to its limits, and the torsionforce generated allows the flechette to be launched over a greaterdistance, with greater penetrative power. As the spring is notcompressed in rapid succession but instead charged to its maximumtension, only a single flechette may be fired. The flechette's natureand shape means that when injury is inflicted, it is usually maiming,as it suits the purpose of the gun in the hunt of wild Drakes andDragons, for their meat as a food source. This slows and impedes themovements of the prey or target, and grants the Gladesmen theopportunity to approach the hunt if it is a Dragon.
    TheFlechette Gun has the following profile:
    [Light]R:18" S:4 AP:6 T:A2, Pinning.
    [Heavy]R:30" S:5 AP:4 T:H1, Pinning.

    The Crescentbow is the most common weapon used by theExodites, and gains its name from its shape that resembles a crescentmoon. There are several key reasons, one of them being the ease ofmanufacturing. The raw materials needed to create a Crescentbow arereadily available in the forests and jungles of the Maiden Worlds.Secondly, the Crescentbow is a weapon that requires consummate skill,and unlike say a Shuriken Catapult or a Flechette Gun, the use of theweapon is greatly affected by the skill and dexterity of the user.Exceptionally skilful Exodites have been known to fire several arrowsin rapid succession, in the time it takes for the Flechette Gun tofire a single dart. Quickfiring of arrows becomes easier the nearerthe archer is to the target, but greater concentration is required infiring a shot from afar. Thirdly, it is a weapon that has tremendoushistorical significance to the Eldar race. Much of the ancienthistory of the Eldar contains stories of battles won with the preciseuse of the bow. Therefore the Crescentbow has special significance tothe Exodites, and thus favoured by the nobility. The Exodites favourthe Crescentbow instead of other more sophisticated weapons becauseusage of the Crescentbow requires great skill from the user, thatfurther sets usage of it as apart from the lesser skilled lowborn,and because the Exodites disdain excessive use of technology, usingthe Crescentbow as a weapon is seen as a return to their naturalisticroots. Of course, the Crescentbow used by the Exodites is not thesame long bow used so many millennia ago by the ancient ancestors ofthe Eldar. For instance, the symmetry and balance of the bow is nearperfect, while the elasticity of the limbs have been optimised, suchthat the transference of force to the string is at its maximum ratio.The bow itself is made of psychoplastic, thus the bow stretches andmoulds with the thoughtforms of the wielder, allowing little physicalstrength to be needed in drawing the string and firing the arrow. Thearrowhead is a monomolecular tip, making it extremely sharp. In fact,given the tensile strength of the Crescentbow, the arrows fired canpenetrate all but Terminator Armour.
    TheCrescentbow has the following profile:
    [Far]R:18"-36" S:U AP:5 T:AX, Volley.
    [Close]R:18" S:U+1 AP:4 T:AX, Strafe.
    When the target is afar, the wielder of the Crescentbow may opt tofire a Volley instead of taking aimed shots. The wielderraises the Crescentbow at an angle, and taking a rough estimate, firea Volley of shots in the direction of the intended target. Such amethod of fire is less reliable than taking aimed shots, but agreater amount of shots can be fired in quick successioncomparatively. When firing a Volley, theCrescentbow becomes a Guess Range Weapon with a minimum Range of 18".Roll the Scatter Dice. If a Hit is scored, roll to-Hit as normal,rolling X dice to represent the Volley of Shots,where X refers to the Attack characteristic of the wielder. Shouldany of the rolls be successful, place the Blastmarker over the intended target. Depending on the number ofsuccessful Shots, that many Shots Hit. If it was a Miss, then theVolley Scatters in the direction of the arrowshown. Roll D6"-BS and shift the Blastmarker that many inches from the intended target, in the direction ofthe Scatter. As in the previous scenario, roll X dice to representthe Volley of Shots fired by the Crescentbow.Any models caught within the Blast marker areHit, noting that a model may be Hit more than once.
    When the wielder is close enough to the target, he may try for aStrafe. A Strafe iswhen the wielder fires off as many arrows as it is physicallypossible for him within a short frame of time. The more dexterous thewielder, the greater the number of arrows he may fire. The Xbesides Assault represents the Attack characteristic of the wielder.However, firing off so many arrows in rapid succession means thateach arrow fired after the first would suffer from reduced accuracy.As a result, each shot after the first is fired at one less point ofBallistic Skill, i.e. -1BS.

    TheChameleoline Cloakis an advanced article of wargear that appears as an unassumingcloak. The cloak has certain properties that allows it to changecolour in such a way that it allows the bearer to blend into thesurrounding foliage. This is due to photo-receptors within the fabricof the cloak itself, which are able to reflect colour. Thephoto-receptors absorb the light reflected to it from thesurroundings, and then the material of the cloak reflects back thosesame colours to the surroundings, allowing them to assume a state ofcamouflage. The Chameleoline Cloak grants the wearer a 6+CSout in the open. When within Cover, it adds +1 to the CS of thewearer.

    Fleetof Foot, Latent Psychics, Woodscraft, The Glade, PsychoplasticWraithbone, She Who Thirsts
    TheWild Hunt: Aslong there is a Brave present in the unit, the entire unit benefitsfrom Skirmishersand Guerrillas.

    Rangersof the Path of the Outcast are often found among Exodites, welcomedby them as being fellow Eldar of the same race. The path the Rangersfollow means that at times in their travels, they would arrive atthese worlds. They then use this opportunity to gather details ofinformation from their host, and are the main means of communicationbetween the Craftwords and the Exodite worlds. When Exodite worldsare threatened by hostile forces, Rangers are known to gather insmall groups in defence of the Glade, working in unison with the restof the Exodite defence force.

    Rangerswear a practical costume derived from the Exodite worlds, and can berecognised easily by their weather-beaten and well-travelledappearance. Most characteristic of all is the long Chameleoline Cloakthey wear, a sophisticated but hard-wearing garment that allows aRanger to merge seamlessly into the environment.

    Ranger:WS:3 BS:4 S:3 T:3 A:1 W:1 I:4 L:8 AS:5+
    Pathbreaker:WS:3 BS:5 S:3 T:3 A:1 W:1 I:5 L:9 AS:5+
    PointCost: 19/24
    UnitSize: 5-10
    Wargear:Shuriken Rifle, Shuriken Pistol, Chameleoline Cloak

    TheShuriken Rifle is essentially a Shuriken Catapult with alonger firing barrel. The same shuriken discs are used as ammunition,but this time, due to the longer firing barrel and a higher poweredfiring mechanism, the discs travel further and have greaterpenetrative power. The Shuriken Rifle is equipped with a snipingscope that allows the Ranger to make pinpoint shots that hit all butthe most vital spots on their targets.
    TheShuriken Rifle has the following profile: R:36" S:(5)X AP:3T:H1, Sniping, Rangefinder.
    TheRangefinderon the Shuriken Rifle allows the Ranger to fire with maximumaccuracy, giving a close up view of the target's vital spots. Thesophisticated targeting system of the Shuriken Rifle gives the Rangervital information of the target, for instance, the projected distanceof the target from the Ranger, thus allowing the Ranger to determineif the target is within range of his rifle. The Ranger mayalways pre-measure distances to targets before firing the ShurikenRifle. Before measuring however, you may attempt to use thepreternatural affinity the Rangers have with their Shuriken Rifles toinfluence the accuracy of the Shots, guessing the Range of theintended target. Should you guess correctly, within a discretionaryrange equal to his BS, for all Shots using the Shuriken Rifle, doublethe BS of the Ranger. In addition, the Rangefinderallows the Ranger to ignore the Night FightRule, due to the inbuilt infra-red sights.

    Fleetof Foot, Latent Psychics, Masters of Stealth, Pathfinders, The Pathof the Outcast, Psychoplastic Wraithbone, She Who Thirsts
    MasterSnipers: The dark Path of the Outcast has brought the Rangersface to face with countless dangers and the most terrible of foes,and they have survived all encounters armed simply with theirShuriken Rifle. They have thus developed an affinity with theirrifles, as if having become one with them. Such is their expertisewith handling their rifles, they can achieve feats of accuracy thatfar surpasses the master marksmen of other races. Any Shootingroll to-Hit of a 6 counts as having AP1. In a Pathbreaker unit, anyShooting roll of to-Hit of 5+ counts as having AP1. In addition,Rangers may reroll failed Fear Tests.

    TheExodites do not simply rely on a citizen militia for the main bulk oftheir forces. The Glade Guard is the professional army within theGlade, and as their name indicates, their sole purpose is theprotection of the Glade from all hostile threats. They train dailyfor this task, sparring with one another and holding drillformations. They are also trained to operate the most advancedweapons the Exodites possess. Every single Principality, includingthe Inner Sanctum, possesses a standing army of Glade Guard. TheGlade Guard recruit their number from veteran Gladesmen and Braveswho have performed outstandingly on the field of battle in thedefence of the Glade. As a professional army, they are considerablymore disciplined and dedicated than the citizen militia consisting ofGladesmen. Although the Glade Guard do not hold land, they areregarded with high status, equivalent to a Dragon Rider.

    GladeGuard: WS:4 BS:5 S:3 T:3 A:1 W:1 I:5 L:9 AS:5+
    0-1GladeGuardian: WS:5 BS:6 S:4 T:3 A:2 W:2 I:6 L:10 AS:5+
    PointCost: 13/33
    UnitSize: 10-20
    Wargear:Long Pike, Flechette Gun, +4Flechette Launchers+10Pts/+4HeatLances+15Pts, +Chameleoline Cloaks+5Pts

    1Glade Guard may be upgraded to a Glade Guardian for +20Pts. Up to 4Glade Guards may exchange their Flechette Guns for a FlechetteLauncher/Heat Lance.

    The Long Pike is the primary weapon used by the Glade Guard.Besides rigorous physical exercises and sparring between each other,the Glade Guard are constantly practising drills on various battleformations they can perform with the pikes. The battle formationswith the pikes is the chief strategy of the Glade Guard, for they area defensive force. Their defensive strategy is to hold ground andsecure the objective, firing at any hostile troops that mightthreaten their position, while holding ground with steadfastresolution. Then should their position be reached, the oncomingchargers will be faced with a wall of sharp pikes. The pikesthemselves are long polearms with a monomolecular-tipped end. Theirlength, coupled with the extremely sharp point at the end, makes theLong Pike an exceptionally lethal defensive weapon. All enemy troopsattempting to charge the position of the Glade Guard are bound tosuffer many casualties. The length of the Long Pike gives the GladeGuard incredible reach. One of their formations is for the front rowto kneel, allowing room for the back rows to stick out their own LongPikes, forming a defensive wall of sharp spearpoints.
    Shouldthe Glade Guard be Charged by an enemy unit, the Glade Guard gains+2S and +3I for the first Round of Combat, with a negative-1 ASmodifier for each 3" of ground the enemy unit traverses whenCharging. In addition, the reach of the Long Pike allows models up to4" behind the frontline to make their full number of Attacks.

    The Flechette Launcher is a much heavier version of thestandard Flechette Gun. The flechettes used by the launcher areseveral times heavier and larger than the small darts of theFlechette Gun. The tremendous weight of the ammunition severelyreduces the effective range of the Launcher, but the penetrativestrength and power far surpasses that of the Flechette Gun.
    TheFlechette Launcher has the following profile: R:24" S:6 AP:3T:H3, Pinning, Rending.

    The Heat Lance is a relic of Eldar technology, the weapon thatthe Bright Lance evolved from. Needless to say, the Bright Lance is amuch more efficient weapon, but the focussed beam of light fired bythe Heat Lance has greater penetrative strength comparatively. Thisis because the Heat Lance is powered by a micro fusion reactor, andthis combination of las and fusion technology is one of the marvelsof pre-Fall Eldar technology.
    The Heat Lance has the following profile: R:18" S:6 AP:1T:A1, Lance, Fusion.
    Fusion refers to how the Weapon rolls 2D6 for ArmourPenetration at full Range, instead of just 1D6, unlike MeltaWeapons, which require the target to be within half of your maximumRange.

    Fleetof Foot, Latent Psychics, Woodscraft, The Glade, PsychoplasticWraithbone, She Who Thirsts
    Veterans:The Glade Guard are a highlydisciplined and professional force, recruited from war veterans. As aprofessional army, unlike the citizen militia, they are expected tostay the course of the battle, no matter the outcome. Knowing fullwell they are the last line of defence of the Glade, they are adedicated defensive force that will stubbornly hold their grounddespite the odds. Glade Guards are always Stubborn.They may always Regroup, ignoring the 25% mininum Unit Strengthrestriction on Regrouping.
    Defenders:The professional army maintained bythe Exodites, the Glade Guard, is trained to be an exclusivelydefensive force, which is understandable, given the peacefuldisposition of the Exodites. In all scenarios, the only moments theGlade Guard would see service is in defence of the Glade itself, forthe Exodites have no need for spacefaring, and thus would notvoluntarily encounter other alien species. Thus, the main strategyemployed by the Glade Guard involves the hostile force already withinsight of the Glade. The Glade Guard are expected to be in forwardpositions ahead of the main host, already entrenched and prepared toengage the invasionary force. These forward positions should be rightat the edge of the Glade; the pride of the Exodites would not standthe presence of the foul alien within the sacred grounds of theGlade. Thus, the foremost priority of the Glade Guard is to ensurethat enemy forces do not manoeuvre past the position held by theGlade Guard and enter the Glade. The Glade Guard then proceeds topush forward, driving the enemy forces as far back as possible. Oncethe enemy forces have been forced back sufficiently, the Glade Guardwill then proceed to secure the outer perimeters of the Glade,forming an unshakable bastion, while the more powerful and fasterelements of the Exodite host proceed ahead to finish off the remnantsof the enemy force. The Glade Guard is thus both vanguard and lastline of defence. Glade Guard have the Scoutsand Objective Secured USR. If an Exoditehost with a Glade Guard acquires the first Turn, the outer perimeterof the Glade is extended 6".
    Phalanx:The most practical battle formationthat the Glade Guard are drilled on is the Phalanx. In the Phalanx,just before the enemy's charge reaches the line of the Glade Guard,the Glade Guard forms into a formation 5-men deep. This highlydefensive formation minimises the casualties of the Glade Guard formost of the Glade Guard are now behind a defensive wall of pikes andcannot be reached by the enemy troops. Should the GladeGuard be Charged during your enemy's Assault Phase, you may opt totake an Initiative Test. Should you pass the Initiative Test,rearrange the Glade Guard such that there are exactly 4 Glade Guardsin the front row. Next, place the rest of the Glade Guards directlybehind the front row, forming a square as best as you can. The lastrow of the formation should be 4" away from the front row, andnot greater.
    Guardianof the Glade:While the general of an Exodite warhost can be said to be the DragonPrince or any of the Dragon Barons, the leader of the veteranfighting force that is the Glade Guard is none other than the GladeGuardian. In a single Glade there will only be one Glade Guardian,and he is the entire administration of the defence of the Glade. Heis its guardian, tasked and faced with the responsibility of ensuringits safety and the survival of the entire Glade. As you would expect,he is selected from the best of the Glade Guards, and controls theInner Sanctum's Glade Guard personally. All the professionallymaintained Glade Guards throughout the land answer to him. It can besaid that he is the leading rank above the ordinary Glade Guardsoldier. The GladeGuardian is the Guardian of the Glade, and there can only be 1 of himat any given time. As such he is a 0-1 choice, attached to a singleGlade Guard detachment, no matter how many Glade Guard units thereare. He leads all surrounding Glade Guards within 12" of hisunit, allowing them to use his Leadership for any Leadership Testsamd Morale Checks.


    There arethree kinds of Dragons. The one commonly referred to as Dragons arethe second kind, and they are the second largest and most powerful ofthe three breeds. The one most commonly found throughout the junglesof the Maiden Worlds however, is the Drake. The Drakes are flightlessversions of the Dragons, and they are the ones hunted for their meatduring the Wild Hunt. This would mean that the population of theDragons, the second breed, would be left unchecked, which wouldseverely destabilise the ecosystems of the Maiden Worlds. A selectgroup of Braves have thus been trained as Huntsmen, elite huntingparties whose primary role is to take down the larger Dragons, whileleaving the smaller Drakes to the Wild Hunt. The elite huntingparties of the Huntsmen are maintained in all the Principalitiesexcept the Inner Sanctum, for the Inner Sanctum does not border withthe Wilderness.

    TheHuntsman parties are equipped with a whole assortment of wargeardesigned to hunt down the winged Dragons that dominate the skies ofthe Wilderness. Among these are the Shuriken Rifle primarily used bythe Rangers, the Monofilament Weaver and the Crescentbow. By drainingthe poison from the most poisonous amphibian in the jungle, theDarkskin Toad, the Huntsmen have developed a special kind of arrow,called by them the Blackvenom Arrow, for the poison of the DarkskinToad is so potent that it causes immediate heart arrest in itsvictim. Within that menagerie of implements and means of achievingtheir goal, the Huntsmen parties depend on the sensitive olfactoryorgans of the Bloodhounds which they rear, to track down the scent ofthe Dragons that are their prey. These Bloodhounds again are notnative to the Maiden Worlds, and are more akin to the wolves of Terrathan any other animal. While relatively capable in an assault, theyare bred more for their bloodscent ability than any other reason.

    Huntsman:WS:4 BS:5 S:3 T:3 A:1 W:1 I:5 L:9 AS:6+
    Bloodhound:WS:4 BS:0 S:3 T:3 A:2 W:1 I:4 L:6 AS:-
    PointCost: 15/5
    UnitSize: 5-20/1 Bloodhound per 5 Huntsmen
    Wargear:Crescentbow +Blackvenom Tips+10Pts +TrueflightShots+5Pts +Swiftsilver Shards+5Pts, Spear, +2ShurikenRifles+5Pts, +2Monofilament Weaver+10Pts, +Chameleoline Cloaks+5Pts

    TheBlackvenom Tip used by the Huntsmen contains the deadly poisonof the Darkskin Toad. Once struck by the arrow, the poison quicklyenters into the blood stream of the victim, reaching the heart inseconds where it causes it to enter into cardiac arrest. Woundssuffered from the Blackvenom Tip never requires worse than a 3+to-Wound. Should an Unsaved Wound be caused by the Blackvenom Tip ofthe Huntsman, the target has to pass a Toughness Test or isimmediately killed, regardless of the number of remaining Wounds. Mayonly be used once.

    Offensively,the Huntsmen hope that they never need engage the Dragons they huntin close combat, rather relying on their ranged weapons to take downthe beasts. The Huntsmen wield Spears should they be forcedinto such a situation. The Spear is preferred by them for it is ahighly effective defensive weapon that allows them to attack theDragon from a distance. This has the effect of reducing theirproximity to the Dragon, and thus minimalising the casualty rate fromthe violent and unpredictable thrashing of the Dragon. WhenCharged by an enemy unit, the Spears grant +1S and +1I to theHuntsmen, with a negative-1 AS modifier for each 3" of groundthe enemy unit traverses when Charging . In addition, the Spearsallow Huntsmen 3" from the front row to make their full Attacks,not just 2".

    In orderto capture the great flying Dragons, the Monofilament Weaverwas developed by the Technosmiths of the Exodites. Firing the weaverlaunches a mesh of monofilament wire into the air. The monofilamentis sharp enough to slice through all but the armoured hull of tanks.When the mesh of monofilament wire comes into contact with an object,the entire mesh collapses in on itself, enveloping the object, andthe meshwork continues to shrink until the size of a fist. When usedagainst a flying Dragon, the mesh is large enough to envelope thebody of the Dragon up to the wings. Once the wings are entangled inthe mesh, the Dragon would be unable to sustain its flight and comecrashing onto the ground. The monofilament wire continues to shrink,cutting right into the bone, unless the Dragon manages to tear apartthe mesh through sheer brute force. The Monofilament Weaver hasthe following profile: R:G42" S:6 AP:6 T:A1, Blast, Entangling.
    TheMonofilament Weaver is a Guess Range Weapon. Against flying targets,basically Jetbikes, Jump Infantry, Skimmers and Flyers, theMonofilament Weaver is fired normally and not as a Guess RangeWeapon, and possesses the USR Skyfire.
    TheEntangling mesh of monofilament wire envelopes the targets ina vice-like grip, and continues to shrink, cutting into the flesh ofthe targets. Only through sheer brute strength can the monofilamentmesh be torn apart, and the troops within released. Once caught inthe Blast of the Monofilament Weaver, thetargets are effectively Pinned, unless able to pass a Strength Test.If they are unable to do so, then the next Turn, they suffer afurther S6 Hit at 1 less AP, and remain Pinned, unless once againable to pass a Strength Test. While Pinned, the target may not Attackback in Close Combat. If used against vehicles, as the vehicles donot have a Strength value, they cannot pass a Strength Test,therefore for every subsequent turn, the monofilament mesh continuesto constrict over the vehicle. In subsequent Turns after the first,it continues to be Hit by a S6 Attack at 1 less AP, that ifsuccessfully Glances or Penetrates, Immobilises the vehicleautomatically. The only way to remove the monofilament mesh is toRepair the vehicle, or to have the Hit of the Entanglingmesh fail to Glance or Penetrate the vehicle. Once Repaired, thevehicle may Move normally again. Against vehicles with a Armour valueof 13 and greater, the Monofilament Weaver has no effect.

    Fleetof Foot, Latent Psychics, Woodscraft, The Glade, Skirmishers,Psychoplastic Wraithbone, She Who Thirsts
    StealthHunters: Having to track as dangerous a prey as Dragons, theHuntsmen have developed means of melding almost unseen into thefoliage of the jungle. There is nothing supernatural about thisability, the Huntsmen simply move slower and more deliberately,keeping tightly to the densest parts of the jungle, and generallytrying their best to remain unseen. However, having many years ofpractise tracking and hunting the great Dragons of the jungles, theHuntsmen have learnt to merge so seamlessly with the foliage almostat will. When the Huntsmen are within the trees, should theychoose to Move as if in Difficult Terrain in the previous Turn, theHuntsmen are treated as Hidden within the trees. This means that forany unit attempting to Shoot or Charge the Huntsmen in the enemy'sTurn, the unit has to first roll a D6 and add to their Initiative.They must attempt to score equal to or higher than the Initiative ofthe Huntsmen added to the Cover value of the Huntsmen. The Covervalue is derived from the CS provided by the terrain the Huntsmen arein. A Cover Save of 6+ would give a Cover value of 1, which added tothe Huntsmen's Initiative of 5, would be equal to 6. Therefore theenemy unit has to roll a total score that will bring its Initiativeabove 6, in order to Shoot or Charge the Huntsmen. A wooded terraingives a CS of 5+, which in addition to the CS Bonus provided byWoodscraft, will give rise to a total CS of 4+. This would in turnbecome a Cover value of 3, which added to the Huntsmen's Initiativeof 5, would mean that the enemy unit has to roll equal to above 8.
    Bloodscent:The Huntsmen are trained to notice signs of the presence of theirprey, be it the great flying Dragons or even tracks created by thefootprints of a squad of Ork Boyz. The Huntsmen would then followtheir quarry closely, by observing the direction of the tracks forinstance, or noticing changes in the foliage. Upon discovering thelocation of their quarry, the Huntsmen will then wait out until aripe opportunity presents itself, before springing into the midst ofthe quarry and taking them down to the last man. They are aided inthis regard by the Bloodhounds they rear, relying on theirultra-sensitive olfactory organs to track their prey, even as theyread the location of their quarry from signs of their presence, likethrough their footprint. A party of Huntsmen with Bloodhounds mayInfiltrate even within 6" of an enemy unit,as long as they are within a wood. The Huntsmen are treated as Hiddenwithin the wood, as is elaborated in the above rule. On your firstAssault Phase, any Assaults made with the Huntsmen have the SurpriseAssault Special Rule, gaining +1A and +1I on the Charge.In addition, the entire unit benefits from Acute Senses,as long as there are Bloodhounds alive. The Acute Sensesof Bloodhounds allow them to Detect Hidden enemy units within a Rangeof 2D6" added to their Initiative.

    The EliteHouse of the Wardancers has its roots in the Ritual Duel of theRising Dragon, the duel fought between the Dragon Barons to be namedDragon Prince. Similarities are evident in how the Barons fightunarmoured and with two swords in each hand, in exactly the samefashion as how the Wardancers are equipped for war, and even the waysof the sparring mimic the war dances of the Wardancers. It appearsthat elements of the Ritual Duel were adopted by Wychwethyl the WildDragon into more than a mere, graceful art form. The highly stylisedsword-form fighting of the Ritual Duel so inspired Wychwethyl that heformulated the Shadow Dances of Loec, four fighting styles thatincorporated the technical aspects of the Ritual Duel into a warringform that can be applied practically on the battlefield. Wychwethyl,once an aspiring Dragon Baron before he rose to the challenge of theRitual Duel, founded the House of the Blade, an Elite House thatfocussed on the use of the blade in war, upon attaining the title ofDragon Prince at the winning of his first Ritual Duel. The Houseproved highly effective in the field of combat, with theirspecialised fighting styles and unique visage. The custom of adoptingthe House spread, as the Barons saw use in keeping the House withintheir regime, not least due to their effectiveness in combat, but forthe fact that the Dragon Barons would have partners to spar with, inpreparation for the Ritual Duel. Thus, the House proliferated, andwas kept by each successive Baron as an elite retinue. Then, therewere those Barons who were so entranced with the art that theyfollowed after the House of the Blade, becoming Shadowdancers. Forthem, the elite retinue of the Wardancers became their personalguard, and they fought alongside them on foot, instead of riding towar with the Dragon Knights, as per custom usually dictates. Theywere named Wardancers after the Shadow Dances of Loec, the ritual wardances developed by Wychwethyl in honour of the god Loec. Loec waschosen as their patron, for it is said He could even evade theshadows and become one with the wind, which is the philosophy of armsof the Wardancers. It has become a tradition that talismanic tattoosof Loec are tattooed across the skin as an initiation into theWardancers. These tattoos are believed to bestow blessings ofprotection on the bearer by the Shadow God Loec.

    Wardancer:WS:6 BS:4 S:3 T:3 A:2 W:1 I:6 L:9 AS:- CS:6+
    Bladedancer:WS:7 BS:4 S:4 T:3 A:3 W:2 I:7 L:10 AS:- CS:5+
    PointCost: 20/40
    UnitSize: 5-10
    Wargear:Warblades, Talismanic Tattoos

    1Wardancer may be upgraded to a Bladedancer for +20Pts.

    TheWarbladesare special streamlined weapons that are exceptionally sharp. Theirstreamlined shape allows them to cut through air with littleresistance. The weapons are exquisitely well-balanced and light,allowing the wielder to use them paired together in an ambidextroussword-form. The Warblades confer +2A instead of +1A forfighting with 2 Close Combat Weapons.

    TheTalismanic Tattoosacross the body of the Wardancer depicts the runic glyphs of theShadow God Loec. They are written in dark ink, and show how Loec caneven evade the shadows, such is His reputed ability as a trickster.It is believed that the tattoos endow protective blessings upon thebearer, allowing them to become one with the shadows. TheWardancers have an CS of 6+, while the Shadowdancer has an CS of 5+.

    TheShadow Dances of Loec: There are 4 Dances altogether, butthe Wardancers may only perform one of them per Assault Phase,including even in the enemy's Assault Phase.
    The Blaze of a Thousand Cuts: All Attacks made by theWardancers may be committed to a single enemy model whose unit isengaged in Assault with the Wardancer unit.
    The Blade of Refrain: For every enemy Attack in CloseCombat that failed to-Hit, the Wardancers gain an additional Attackto be made only against enemy models from that same unit.
    The Fall of Twilight's Sunder: All successful Saving Throwsof the enemy unit made against Attacks from the Wardancers, even ifnot Armour Saves but Invulnerable Saves, must be rerolled.
    Within the Coiling Shadows of the Woven Mist: TheWardancers Hit and Run, but do their fullAttacks before Withdrawing, even if the enemy has yet to Attack dueto acting at a lower Initiative Step.

    Fleetof Foot, Latent Psychics, Woodscraft, The Glade, Scouts, Hit and Run,Skirmishers, Psychoplastic Wraithbone, She Who Thirsts


    DragonKnights are the landowners within the fiefdom of the Glade. They areaccomplished warriors of high status, just below the Dragon Baron,and thus serve as both his council and war retinue during times ofwar. They are accomplished enough to have captured and tamed a liveDrake for use as a steed, and for that purpose, has been rendered alandowner. What sets them apart from the Dragon Riders however, isthat they have the skill of not capturing just one Drake, but severalof them, thus demanding a larger share of the land space within aGlade. Of any who accomplishes such a feat, he is given certainauthority, and regarded a noble serving directly within the court ofthe Baron itself.

    TheDragon Baron is the owner of an entire part of the Outer Circle ofthe Glade, called a Principality. He holds rank over his fiefdom,controlling everything within it, and answers only to the DragonPrince within the Inner Sanctum in the region located at the centreof the Glade. He belongs to one of the Noble Houses, and has attainedsuch prestigious rank through merit of that, but not that alone. Toprove his standing as a part of his coming of age within a NobleHouse, he has to accomplish the feat of which every commonerGladesman has proven of before attaining the rank of Dragon Knight;capturing and taming several Drake steeds at once. When war comes tothe Glade, and the Exodites are forced to defend against a foreigninvasion, the Dragon Barons ride to war upon their best and favouriteDrake steeds. They wield and have access to the best tools theirPrincipality has to offer, for as each Dragon Baron has autonomouscontrol within their respective Principalities, not all weapons,wargears, tools and equipments might be uniformly produced across theGlade. It is tradition for the Dragon Barons to ride to war with aretinue of their closest Dragon Knights, known as the Inner Circle.Usually equipped with the long and slender Grand Lances, a chargefrom this formidable heavy calvary is enough to shatter the lines ofeven the most determined foes.

    DragonKnight: WS:5 BS:6 S:4 T:3 A:2 W:1 I:6 L:9 AS:3+
    DragonBaron: WS:6 BS:7 S:4 T:3 A:3 W:2 I:7 L:10 AS:3+
    Drake:WS:4: BS:4 S:4 T:4 A:2 W:2 I:4 L:7 AS:5+
    PointCost: 30/50
    UnitSize: 5-10
    Wargear:Lance/+Grand Lances+5Pts, Flechette Pistol

    1Dragon Knight may be upgraded to a Dragon Baron for +20Pts. TheDragon Baron may take up to 50Pts worth of wargear from the Armoury.

    The GrandLance is arguably the only weapon needed by the Dragon Knights,that is unless the enemy survives the charge. Engineered using theprecision and aesthetics of the best of Eldar innovation, the GrandLance is proportionately balanced and attuned to maximise the damagea lance can give, without the need for any expensive power fields. Incomparative appearance to the ordinary lances used by Humans, a GrandLance is longer, with the shaft to the tip more slenderlyproportioned. This deceptive apparent fragileness belies its truedestructive potency, and it is so specifically designed that aproperly delivered Grand Lance charge can pierce through severalranks of the enemy at a time before it can be stopped. The GrandLance confers +2S, +2I and Impetus on theCharge. Impetus confers a -1AS modifier for each3" Moved during the Charge. In addition, a model with a GrandLance can run through several enemies in a single Attack. For eachenemy successfully Wounded, the Grand Lance makes another Attack with-1S and 1 less AS modifier from Impetus. Oncethis additional Special Attack reaches 0 Strength, or should anAttack fail to-Wound, the impetusof the Charge has abated, and the Grand Lance may make no furtherAttacks.

    TheFlechette Pistol is the lighter version of the Flechette Gun,and has reduced attack and penetrative power. The flechette used bythe pistol, although smaller in calibre, is still designed and aimedto maim its target, living gaping wounds that incapacitate them. TheFlechette Pistol, due to its nature as a personal sidearm tocomplement any existing weapons carried by said personnel, does nothave the dual firing modes of the Flechette Gun. The FlechettePistol has the following profile: R:12" S:3 AP:6 T:P, Pinning.

    LatentPsychics, Woodscraft, The Glade, Calvary, Psychoplastic Wraithbone,She Who Thirsts
    Fleetof Claw: The Drake steeds ofwar are swift animals, and their claws provide fleet traction overall sorts of terrains. TheDrake steeds may Move D6"+1" in lieu of Shooting during theShooting Phase. Due to the Drake riders being Calvaryunits, Runningwith Fleet of Clawallows the rider to Assault in that same Turn.
    Courtof the Inner Circle: The DragonKnights that follow the Dragon Baron to war form among his closestassociates, his personal war aides and council. They are the Baron'sCourt of the Inner Circle, and they act as military advisors as wellas his personal guard. Aslong as the Dragon Baron is alive, the entire unit is Stubborn.In addition, units within 12" of this unit may use the DragonBaron's Leadership for Leadership Tests if he is alive, or any of theDragon Knights' Leadership, in the case when the Dragon Baron hasperished.

    TheExodites skilful enough to own their own Dragons, the lesser onescalled Drakes, are known as Dragon Riders. During times of war, theyare expected to ride to war with the Dragon Prince, and take up therole as fast attack, flanking the enemy while protecting the flanksof the Exodite warhost at the same time. The Dragon Riders use spearsas their main weapon, as the lance is considered a weapon of statusof the Dragon Knights. The Dragon Knights are even more accomplishedDragon Riders, who not only hold land for their Dragons but holdpolitical sway in the Court of the Outer Circle, the governing bodyof a Baron's Principality, that helps guide and advise the decisionsof the Dragon Baron. Dragon Riders despite being light calvary, maygo to war led by a Dragon Knight, which makes sense since the DragonKnight is a noble for which owns the land that the Dragon Riders'Drakes are kept and allowed to roam. However, due to the DragonKnight being heavy calvary, the Dragon Riders lose some part of theirmobility.

    DragonRider: WS:4 BS:5 S:3 T:3 A:1 W:1 I:5 L:8 AS:4+
    DragonKnight: WS:5 BS:6 S:4 T:3 A:2 W:1 I:6 L:9 AS:3+
    Drake:WS:4: BS:4 S:4 T:4 A:2 W:2 I:4 L:7 AS:5+
    PointCost: 20/30
    UnitSize: 5-10
    Wargear:Spear, Crescentbow
    /Lance,Flechette Pistol

    1Dragon Rider may be upgraded to a Dragon Knight for +10Pts.

    DragonRiders use Spearsinstead of Lances as they charge into battle atop the great Drakes.Spears confer +1S, +1I and Impetuswhen Charging into Close Combat.

    The Lanceis the weapon of status used exclusively by the elite Dragon Knightsof the Court of the Outer Circle. The Lance confers +2S, +1I andImpetus on the Charge.

    Fleetof Claw, Latent Psychics, Woodscraft, The Glade, Scouts, Hit and Run,Calvary, Psychoplastic Wraithbone, She Who Thirsts
    Skirmishers:The Dragon Riders are light calvary, making them expert skirmishers,adept at hit and run tactics. They whittle down the foe from afarwith their Crescentbows, and on the enemy's approach, they scatter,falling back as far as they can from the enemy's reach. In this way,the more advanced and hard-hitting elements of the Exodite warhostcan advance and pick off any stragglers left from the initialskirmishing foray. Maintainup to 4" Unit Coherency at all times. Should the unit beCharged, roll a D6 and add it to the Initiative of the unit, whiledoing the same for the Charging unit, as if you were making aSweeping Advance. If your unit scores higher, the unit Falls Back.Skirmishers may choose to Regroup their formation during the start ofyour Turn.

    Theentire herd of Drakes owned by the nobility are brought to battleduring times of war. They are prodded and guided into battle by theHerdmaster, the keeper of these beasts for the Baron's nobility. TheHerdmaster himself is considered part of the nobility, in fact beinga Dragon Knight chosen particularly for the task of looking after thespare Drakes of the Court, and at least have the skills of one. Tohelp the Herdmaster are Dragon Riders known as Herdsmen, who too rideatop Drakes as they guide them into battle with their Shock Prods.

    Herdmaster:WS:5 BS:6 S:4 T:3 A:2 W:1 I:6 L:9 AS:3+
    Herdsman:WS:4 BS:5 S:3 T:3 A:1 W:1 I:5 L:8 AS:4+
    Drake:WS:4 BS:4 S:4 T:4 A:2 W:2 I:4 L:7 AS:5+
    PointCost: 30/20/15
    UnitSize: 5-20
    Wargear:Shock Lance, Flechette Pistol
    /ShockProd, Flechette Pistol

    1Herdmaster for the first 5 Drakes, and 1 Herdsman for every 5additional Drakes.

    The ShockLance is a special type oflance used by the Herdmasters of the nobility. It can trigger anelectric shock from its tip, that either paralyses or stings enoughto stir into action a Drake, and through this method goads them intobattle, or at least towards the right direction of the battleline.The Shock Lance is aLance that has Strikedown.In order to Goad the Drakes into Movement during the Movement Phase,the Herdmaster or a Herdsman has to use his Shock Lance or Shock Prodto steer the Drakes in the right direction. Shocking one Drake, withan Attack made against it, causes the rest to follow its Movement inthe direction away from the Herdmaster or Herdsman that shocked it.Drakes being Dragons, are ferocious beasts, and with the right amountof stimulus, can go berserk and enter a feeding frenzy. Should theHerdmaster or Herdsman inflict an Unsaved Wound while attempting toGoad one of the Drakes, the Drake herd will become Frenziedfor that Turn. As long as they are still Frenzied,they may not Sweeping Advance, as they proceed to a feeding frenzy.This can also be used when a Drake herd loses its Morale, and forcesthem to face whatever they are fleeing from. It works on allPsychological Tests, Morale Checks and Leadership Tests.

    TheHerdsmen Dragon Riders that accompany the Herdmaster into battle andaid in directing the Drakes into the fight, being mere Dragon Riders,are not allowed to wield the lance that is reserved in prestige onlyfor the Dragon Nobles of the Inner and Outer Court. As such, even theShock Lance is not excluded from this rule. For their purposes, theHerdsmen instead wield the Shock Prod, a device practicalenough to the task at hand. Although without the offensive powers ofa Spear or Lance, it is able to generate the electric shock requiredto goad the Drake beasts into battle. The Shock Prod hasStrikedown, and follows all the rules forGoading Drakes as shown in the Shock Lance entry above.

    Fleetof Claw, Latent Psychics, Woodscraft, The Glade, Beast, Skirmishers,Psychoplastic Wraithbone, She Who Thirsts


    The near-invisible Waywatchers are the first and foremostinterceptors of those alien invasionary forces that stray ever neartheir watchful gaze of the ways that lead through the forest, towardsthe sacred domains of the Glade. There they lie, at the outskirts,ever watchful for the signs of intrusion, the wary frontmen scouts ofthe Exodites, with the near-mythical ability to meld into the shadowsof the surrounding trees and wraithbone forests, only to appear in anentirely different area, mere seconds later. The sharpest marksmenwithin the Exodites' Glade, save for a Dragon Prince schooled in theHouse of the Bow, these mysterious Waywatchers could very well be thefirstline of defence, given they usually congregate at the outskirtsof the Glade and beyond, as a deterring force in defence of theirprecious brethen within the Glade, a watch they willingly keep toensure the survival of their kin in the hostile universe. They servein a selfless capacity to their fellow Exodites, that is as noble asit extends to their sacrifice for the gain of mutual interests. Alsoknown as the Shadow Guards of the Glade, they uphold and fulfill thatrole with silent dedication, and for the many hostile aliens to findtheir way close to a Glade, they are welcomed first and foremost witha torrent of exceptionally sharp arrows from those very Waywatchersthat were always deceptively closeby.

    Waywatcher: WS:4 BS:7 S:3 T:3 A:2 W:1 I:6 L:9 AS:6+
    Waysentinel: WS:4 BS:8 S:4 T:3 A:3 W:2 I:7 L:10 AS:6+
    Point Cost: 20/40
    Unit Size: 3-10
    Wargear: Crescentbow +Poison Arrows+5Pts +MoonflareShafts+5Pts +Heatedge Bolts+5Pts +Trueflight Shots+5Pts +SwiftsilverShards+5Pts, +Chameleoline Cloaks+5Pts

    A single Waywatcher may be upgraded to a Waysentinel at +20Pts.

    Waywatchers that roam the land of the Exodites make their own toxinsand poisons from certain breeds of animals. Although they use not thetoxin of the rare Darkskin Toads, of which are largely left to theHuntsmen, but even then, the Waywatchers keep certain concoctionswith them, in the occasion where they might see use of these PoisonArrows with their Crescentbows. Crescentbows using PoisonArrows never require worse than a 4+ to-Wound. Unlike the BlackvenomArrows of the Huntsmen, made from the rare Darkskin Toad, PoisonArrows have no limitations in their usage, and may be used as manytimes as wished.

    Moonflare Shafts are so named for they use the optimallydesigned transference of force propulsion of the arrows, as soutilised by the Crescentbow. Those who are fond of using thisparticular type of arrow, the Moonflare Shafts, call their BowsMoonbows, and the spreading attack of shooting so many arrows, whichthe Moonflare Shafts are purposed for, the Crescentmoon Flare.Moonflare Shafts are Shot like other arrows, except when a ShotHits, the Template is placed with its narrow-end touching the target,and the wide-end facing directly away from the direction of the Shotas fired by the Exodite wielder of the Crescentbow. All caught withinthe Template are Hit with a number of Shots equal to number ofAttacks the Exodite can make with the Crescentbow.

    Heatedge Bolts are the pinnacle of the otherwise primitiveExodite technology, a design so ingenious as to combine the heat fromthe fusion of particles within the Heat Lance, and port its powerover onto something as basic as an arrow. When used, these HeatedgeArrows allow the Eldar of the Exodites to deal with the armouredvehicles of any invasion of their Glade, much less their MaidenWorld, with the power of a Heat Lance and the range of a Crescentbow.Heatedge Bolts are used with Crescentbows and have the followingprofile: S:6 AP:1 T:Lance, Fusion.

    TrueflightShots are another marvel of thepinnacle of Eldar technology, even when working within primitiveconstraints. The lack of true technology is coped with by brilliantinnovations, such as the invention of an arrow shaft that offers nocompromises in accuracy, with a tracking device that homes in ontothe aimed target. The accuracy of the Trueflight Shot becomespinpoint, and combined with the consummate skill of the best archersof the Exodites, allow precision shots as if made by a sniper,bypassing the armour of the foe and striking his point ofvulnerability. TrueflightShots are used with Crescentbows, and never suffer losses in accuracywhen Strafing,subjected not to the -1BS penalty for multiple Shots beyond thefirst, while for every to-Hit roll of a 6, increases the AP of thatShot by 1.

    Asthe name suggests, Swiftsilver Shardsare designed to be rapidly fired at a swift pace, allowing for moreshots to be unleashed within the same span of time as an ordinaryarrow. It is important to note that it is not a separate type of aspecific arrow, but an aerodynamic modification of the shaft ofexisting arrow types, implementing the structural and mechanicalchanges that will allow the ergonomic and rapid deliverance of arrowsthat use Swiftsilver Shards. Allthe different types of modified arrows now fire one additional Shot,whether by Volleyor Strafe.

    Fleetof Foot, Latent Psychics, Woodscraft, The Glade, Skirmishers, Scouts,Infiltrators, Psychoplastic Wraithbone, She Who Thirsts
    Waysof the Shadows: Closelyfollowing the way of the shadows as it is with the patron god of theExodites, the Lord of Shadows Loec, the Waywatchers have mastered theart of disappearing and merging into the background of the forest,only to appear almost instantly at a different location altogether.While the Waywatchers learn the subtle art of moving as fleet asshadows under that very same cover, the Wardancers apply theirdevotion in an entirely different way, using movement and speed asswift as shadows as a means of outmanoeuvring the enemy in closecombat, while the Waywatchers seek to keep their distance largelywith their targets. AWaywatcher unit that begins in a forested terrain, may at the passingof an Initiative Test, appear in an entirely different forestedterrain. This is considered a normal Move.
    Sharpshot:The Waywatchers are arguably the sharpest shots in the galaxy.Nothing comes close to their accuracy, as they play the patienthunter, waiting within the trees for just the right precision shot,sharp enough to kill without retaliation, only to reenter the shadowsand reappear at an entirely different location on the battlefield. Ona roll of a 6 to-Hit, the Shot of the Waywatcher increases in AP by1, which can be combined with Trueflight Shots, and gains PrecisionShot.

    The elusive and singular Wild Hunters usually operate on their own,but their driving purpose is to hunt one of the Great Wyrms orDragons that roam the land, a task so foolhardy that they areconsidered "Wild", almost as wild as what they seek to tameand control. There are three breeds of Dragons encountered in theExodite worlds, all of which were breeds taken from the originalEldar homeworlds and integrated into the ecosystems of theterraformed Maiden Worlds, used as refuge for the Exodites of theEldar race. The breed the Wild Hunters seek to hunt depends on howcrazy he really is, to single-handedly attempt to tame and master oneof these great beasts, and break them into becoming his ride. Thismadness, however drastic, is encouraged in some part by the rest ofthe Glade, for this great and massive task can only be achieved bytheir very best, and in certain localities, it is considered afeasible task instead of the Ritual Duel, for which the ExoditePrince in accomplishing this feat, might become known as aDragontamer. After all, who is to keep in check the number of thesepowerful beasts, unless one willing the thrill of it, to do so? Forthis main reason the Wild Hunters hold certain esteem and are pridedamong the less ambitious of the Exodites, who largely remain withinthe safety of the Glade, even if considered solitary and enigmatic.

    WildHunter:WS:5 BS:6 S:4 T:3 A:2 W:2 I:6 L:10 AS:6+
    WildRider:WS:6 BS:7 S:4 T:3 A:3 W:3 I:7 L:10 AS:6+
    Dragon:WS:5 BS:5 S:5 T:5 A:3 W:3 I:3 L:8 AS:4+

    The only Aspect Warrior shrine to be established on Exodite MaidenWorlds are the Aspect Warriors of the Lions Salient. To the Eldar,the aspect of warfare that the Lions represent is as the beasts ofKhaine, that for their power, courage and majesty, were adopted byKhaine as His most favoured predatory beasts, exemplifying foremostthe savagery in war, as epitomised by the legendary ferociousness aswell as combative strength of the White Lions of mythology, acreature of the ecosystems of the native homeworlds of the Eldar,before they were lost to the Eye of Terror. Fortunately, the breedingof the mythical White Lions were preserved in those Maiden Worlds nowinhabited by the Eldar Exodites, just as how the Dragons were broughtfrom the original Eldar homeworlds and then introduced to theecosystems of these worlds, the breeding of these wild animals wasjust as well another artificially introduced species, that interritorial contestation with another powerful species, the Dragons,served to counter the proliferation of the other from reachingreckless proportions.

    The Aspect Warriors that are found established on the Maiden Worldsof the Exodites are called by them White Lions, and not LionsSalient, the preferred term of address on those Craftworlds whom theAspect shrine can be found on. The Aspect is unique in how out of allthe different warrior shrines, only they actually implement thepractical use of a lifeform besides themselves in the theatre of war,the very White Lions of legend, for which they get their name. Inexchange, the actual creatures called White Lions are now known asWar Lions, and within a troop of ten White Lion Aspect Warriors, asingle War Lion will be known to accompany them, the very creaturethe White Lions mimic in their strategy and fighting style. It hasbeen said thus that the White Lions are the most skill-reliant of theAspects, and also among the most efficient, given how they train notjust on individual prowess, but on incorporating the huntingstrategies as employed by those Lions in their prides, working intandem to tackle prey that could potentially be many times theirsize.

    In order to better understand and study the Lions' hunting skills andstrategies in closer examination, they are known to go to the extentof hunting these rare animals that still exist on Exodite Worlds,practising their skills of warfare and honing their strength throughthe observation and engaging of these powerful animals in theirnatural environment. Some Craftworlds are even known to rear thesebeasts exclusively for the training of the Lions Salient. And in asimilar fashion of natural progression from such an action, the WhiteLions are known to adopt and tame a wild White Lion cub intoadulthood, for which will then be treated as an inseparable part ofthe "pride" that the Lion takes to as being a part of, inhis association with it as he understands as being the family thathas raised him. Working together, combining skill of form with thepure brute strength as presented by the War Lion, the White Lions aretruly a formidable power within an Exodite warhost.

    White Lion: WS:4 BS:4 S:4 T:3 A:1 W:1 I:5 L:9 AS:4+
    Exarch: WS:5 BS:5 S:4 T:3 A:2 W:2 I:6 L:10 AS:4+
    Hierarch: WS:6 BS:6 S:4 T:3 A:3 W:3 I:7 L:10 AS:4+
    War Lion: WS:5 BS:0 S:5 T:4 A:4 W:3 I:5 L:10 AS:4+
    Point Cost: 20/30/40/30
    Unit Size: 5-10/1/1/1
    Wargear: Lion Claws, Mane Cloak, Bloodeye Helm

    RitualArmoury of Vaul:
    LionClaws ~ Silver Lions

    The LionClaws are built into the arms of the White Lion's armour, the part ofit observable being five long, thin metallic claws protruding fromthe backside of the wrist of the wielder. These claws are also knownas Silver Lions, for their reflective, metallic sheen. What is notapparent is the inlaid mesh cells that keep the claws in a constantstate of tension. With but a single thought and flick of the wrist,the mesh musculature contracts, causing the Lion Claws to dig intothe flesh of the enemy with critical force, rending the flesh andpuncturing severe wounds right past the outer shell and into themuscle tissue of the victim. These wounds inflicted more or lessalways leave the enemy maimed or severely injured. Thus, the WhiteLions are unrivalled in the role of killing enemies who are able toresist dire wounds without succumbing.

    Lion Claws confer Rending, and multiplieseach Unsaved Wound into two Wounds for each Attack made by the WhiteLion. In addition, the Lion Claws count as a pair of Close CombatWeapons and grant a bonus Attack. Although on single Wound models,the two Wounds caused for each Unsaved Wound have no seeming benefitand only have relevance against enemies with multiple Wounds, theextra Wounds caused do affect the Combat Resolution, to represent theferocity of the goring inflicted by the Lion Claws.

    ManeCloak ~ Bound Drive

    As perthe traditions of this Aspect Shrine, upon slaying their first WhiteLion as a rite of initiation, the White Lion Aspect Warrior will wearhis fur skin as a pelt. Thus the armour of the White Lions is theMane Cloak, and the huge head of the White Lion with its flowing manegives the Lions a regal and imposing mien. The flowing mane has apractical purpose, softening blows to the vulnerable areas of aLion's neck and head. Like all Aspect Armours, the Mane Cloak as itis called incorporates a Drive, called the Bound Drive, a variant ofthe Momentum Drive of the Howling Banshee, exchanging momentum forshock initiative on the charge. At the moment of the leap from theWhite Lion's running charge, the leg musculature of the armourstiffens, forcing the White Lion in a bounding leap forward,literally allowing the White Lion to pounce on his enemy. The Lionsare able to make an unpredictable but potentially lethal bound,reaching the target with a preemptory strike that surprises andleaves the enemy wavering. There is a risk to this gamble however, asshould the Lions not make the distance between them and the enemy,they are left exposed in full view before the enemy, who thoughstartled by the sudden, sharp advance, would have sufficient time torecover and mount a counter reprisal.

    TheLion Mane Cloak confers an AS of 4+ to its bearer, that is improvedto an AS of 3+ against Close Combat Attacks. In addition, the WhiteLions are immune to Instant Death.

    The White Lion has a Charge Distance of 6"+D6". TheBound Drive confers the Surprise Assault SpecialRule, which grants +1A and +1I on the Charge, and enemy units suffera -1 modifier to their Leadership for Morale Checks taken for losingan Assault from Lions Salient on the Charge.

    BloodeyeHelm ~ Lionesque Reflexes

    TheBloodeye Helm of the White Lions is the one device in their RitualArmoury that replicates the superhuman reaction speeds of the WarLions that they are named after. The White Lions can detect movementspeeds in their visual spectrum up to nine times faster than anaverage Human, or three times faster than an Eldar. How the BloodeyeHelm works is by processing movements that appear within its visualreceptacles with a heightened reflex rate of ten times that of anaverage human, in effect turning the movements of the White Lionseven faster than that of a War Lion. Even then, the natural reflexesof the White Lions place a limit on how fast they can react, despitebeing able to see ten times faster, so a War Lion may still havequicker reflexes than a White Lion equipped with the Bloodeye Helm.The White Lions use this increased alacrity to strike the weak pointsof the enemy's body several times in a single second. Oftentimes thisis the bloody jugular, and with sufficient speed in a blur ofmovement, the enemy's blood is splattered before the Bloodeye Helm.

    For each Attack you choose to lose, the remaining Attacks of theWhite Lions increases in Strength and Initiative by a +1 modifier,that are accumulative.

    AspectSkills of Khaine:

    A singleWhite Lion may have slayed several War Lions throughout his longlife, while an Exarch's death count numbers unsightly amounts. Eachof these slayings are a near death experience that a less skilledwarrior would fall to. Indeed, countless warriors of White Lions havebeen casualties of these endeavours, but those who survive becomesupremely expert at dealing critical blows to large creatures.Against Calvary, Beastand Monstrous Creatures, the White Lions havethe Preferred Enemy Special Rule.

    The WhiteLions hone their skills by hunting the War Lions of the ExoditeWorlds, and doing so have thus become at home with moving throughthick foliage in search of the tracks of their prey. White Lionsignore Difficult Terrain while Moving through trees, forests, woodsand jungles, and benefit from the Stealth USRwhile in such terrain.

    White Lions establish their way of warfare after the hunting patternsof the War Lions of their namesake. Like how the wild Lions approachtheir prey, they will split into lesser "prides" in anencircling movement around the enemy, one pride leading the advanceinto a pincer attack. While one engages to the front, the otherensures that the enemy is cut off from retreat by the rear. TheWhite Lions may split into groups of 5 warriors at any time duringthe Movement Phase, moving separately from each other and encirclingthe foe. The second group of warriors not led by the Exarch willattempt to strike the chosen enemy unit from behind, gaining +1A onthe Charge if they manage to do so. In addition, should the unitBreak from both Assaults made on them by the White Lions, they areimmediately Destroyed, without the need for a Sweeping Advance.

    PhoenixPowers of Asuryan:
    Exarchsare known among the White Lions for being exceptionally ferocious onthe charge, fighting with a momentum that only increases with thepace of the battle. +20Pts for the White Lions. For each UnsavedWound caused on the Turn of the Charge by the White Lions, the WhiteLions gain a further Attack.

    Mimickingthe ear-shattering roar of the White Lions, their namesake, the LionExarch is capable of letting loose a terrifying roar that shattersthe morale of enemy troops in proximity. +10Pts for the Exarch orHierarch. Upon the Exarch or Hierarch passing a Leadership Test inthe Shooting Phase, any enemy units required to take a Morale Checkwithin 12" of the White Lion Exarch or Hierarch are subjected toa -1 Leadership modifier. In addition, if this Power is used whenlocked in an Assault, enemy models in base contact with the Exarch orHierarch suffer -1WS and -1I. To other Eldar on the other hand, thisdeep, thundering roar only serves to stiffen their resolve and gainthem courage, for which they fight on with the superhuman braveryreputed of their namesake. All Eldar within 12" of the Lion Roargain a +1 modifier to all Morale Checks.

    More thanslaying a War Lion is taming one, and only the very best and mostskilled and experienced of the White Lions do so. These fellowsinvariably become promoted to Exarchs, dedicating their lives whollyto the art of warfare, especially the hunt for slaying monstrouscreatures and powerful heroes. To imagine how much skill is alreadyneeded to kill a War Lion, even with the best armour and weapons, asthe White Lions test out their style of warfare fully equipped whenhunting and engaging these beasts as a form of initiation andtraining (doing otherwise would be foolhardy), much more is the WhiteLion who manages only to injure into submission one of these greatbeasts, while still leaving alive! As it is so, it is rare to seeeven a single Exarch keeping a War Lion as a pet, as they are prizedcreatures that are expensively bought with blood, sweat and tears.
    +15Ptsfor the Exarch. The Exarch or Hierarch owns a Pet Lion that stayswithin 3" of the Exarch or Hierarch. He has the followingabilities, Big Cat, Beast,Savanna Hunter, Fierce Gorer,Acute Senses, Social Animal,Mauling Swipes, Jugular Strangulation,Brave Roar,Carnivorous Eaterand Protective Mane.
    BigCat: The War Lion is a Big Cat, and thus causes Fear.In addition, it does not suffer from Fear.
    Beast:The War Lion may Charge ahead of his unit should he already be inRange of an enemy unit. He engages the enemy unit, but his originalunit has to engage the same unit he has Assaulted.
    SavannaHunter: The War Lion is a savanna hunter, and has learnt tocrouch low in the savannah to hunt unseen and unnoticed by his manyprey. He has Move Through Cover while ingrasslands and forests, and the Stealth SpecialRule in such terrain.
    FierceGorer: The War Lion is an exceptionally ferocious animal, and hisgoring strikes leave many a gaping wound. Each Wound caused by theWar Lion equals 2 Wounds and his Attacks cause Rending.Although on single Wound models, the two Wounds caused for eachUnsaved Wound does no benefit and only has relevance against enemieswith multiple Wounds, the extra Wounds caused do affect the CombatResolution, to represent the ferocity of the goring inflicted by theWar Lion. In addition, for each Unsaved Wound caused on the Turn ofthe Assault by the War Lion, the War Lion gains a further Attack.
    SocialAnimal: The War Lion is a highly social animal and shows a strongtrust and connection to its owner. Should his owner, the Exarch orHierarch, fail a Leadership Test, instead of Falling Back, test againusing the Leadership of the War Lion. Should this test pass, the unitis counted as having passed the Leadership Test.
    MaulingSwipes: The brutal assault of the War Lion usually takes the formof swift and multiple mauling swipes. The War Lion does +D3A if hedoes not use Jugular Strangulation. For eachAttack you choose to lose, the remaining Attacks of the War Lionincreases in Initiative by 1.
    JugularStrangulation: The War Lion's favourite method of killing preylarger than them is through a strangulation bite right at thejugular. The War Lion makes a single Attack that deals D3 Woundseach Turn. Make that Attack as you would usually, except that if itHits, the enemy becomes suffocated by the jugular bite and may notAttack back. Each Turn after the first that the Attack went through,you roll on the Wounding Chart, with a +1 modifier to-Wound for eachTurn after the first that the Attack initially Hits. Should you besuccessful, you deal a single further D3 Wounds. This is done inplace of your normal Attacks, for instance Mauling Swipes.If you should choose to Attack normally, the enemy becomes free ofthe Jugular Strangulation and may behave asnormal from then onwards.
    BraveRoar: The heartening roar of the War Lion gives heart and courageto those around him on the same side, while scaring away the resolveof those who would stand against them. A White Lion's roar can beheard for 10 kilometres around it, although the effect lessens anddissipates with the distance. Should the War Lion choose to roarduring the Shooting Phase, all enemy units within 36" have topass a Morale Check at -1L, failing which they lose 1L for a Turn.Friendly models gain +1 Leadership within 36" of the BraveRoar, for one Turn.
    CarnivorousEater:The War Lion is aCarnivorous Eaterand has Preferred Enemyagainst Beast,Calvary,and Monstrous Creatures.
    Protective Mane: TheWar Lion's Protective Manemakes it immune to Instant Deathand grants it an AS of 3+ in Close Combat, and an AS of 4+ otherwise.

    Special Rules:
    Fleet of Foot, Latent Psychics, The Path of the Warrior,Soulstones, Psychoplastic Wraithbone, She Who Thirsts

    Wyrm: WS:6 BS:6 S:6 T:6 A:4W:4 I:2 L:9 AS:3+


    0-1Dragon King: WS:7 BS:8 S:4 T:4 A:4 W:4 I:8 L:10 AS:5+
    0-1Dragon Prince: WS:7 BS:8 S:4 T:3 A:4 W:3 I:8 L:10 AS:5+
    Dragon Baron: WS:6 BS:7 S:4 T:3 A:3 W:2 I:7 L:10 AS:5+

    The Ways of the Houses
    House of the Wild Hunt: Wild Rider WS:6 BS:7 S:4 T:3 A:3 W:3 I:7 L:10AS:6+
    House of the Blade: Shadowdancer WS:8 BS:4 S:4 T:3 A:4 W:3 I:8 L:10AS:- CS:4+
    House of the Bow: Waywarden WS:4 BS:9 S:4 T:3 A:4 W:3 I:8 L:10 AS:6+
    House of the Dragon: Dragontamer WS:7 BS:8 S:7 T:7 A:4 W:4 I:8 L:10AS:2+

    Special Rules:
    Fleet of Foot, Latent Psychics, Woodscraft, The Glade,Psychoplastic Wraithbone, She Who Thirsts
    The Maiden World Kingship: The presence of a Dragon Kingremoves the 0-1 Restriction Limit of the Dragon Prince.

    Sunseer: WS:4 BS:5 S:3 T:3 A:2 W:2 I:5 L:

    Last edited by Calixtus; August 24th, 2015 at 21:47.
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    Member GrandDukeJerot's Avatar
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    Space wood elves... I've been waiting for someone to make something like this. I'm going to look over this quickly, but the rule about 'The Glade' is really powerful. Kroot's fieldcraft is fair because they don't turn half the field into jungle as soon as they step on. I would consider making it so that one piece of terrain with a diameter of no greater than 12" at any one line across the piece should be placed in the Exodite's deployment zone. You could even make is a troops choice to place a terrain, though it wouldn't count towards compulsory. For like 50 points, you could have additional ones.

    Edit: Looking at wardancers, you need to simplify the dances of war. They're a bit long-winded. Storm of blades is only useful as a character killer, and quite good at that. I don't think you need both a leadership and an initiative test to do it, just one or the other will be fine. Whirling death needs come simplification and clarification, and If i'm reading it right, needs to be greatly reduced in power. I'd have Woven Mist just count their attacks as power fist attacks, and turn their cover into an invulnerable (you do realize that you don't get cover in CC, right?). I would also omit the clause saying they always have their invulnerable. There are only a couple of things that can do that, and it's somewhat of a pointless hose to them. I don't exactly get what you're getting at with Shadow's coil, either.
    Last edited by GrandDukeJerot; September 18th, 2008 at 00:38.
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    Lord Admiral kithre's Avatar
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    Calixtus, the 40K equivalent of Wardancers are actually Harelquins. The Exodites worlds have pretty low militirastion, generally speaking the Dragons are land-based carnivores and herbivores, more like the Lizardmen Carnosaurs and Stegadons. And Exodites use Knights to herd these creatures (in older fluff) which are essentially large dreads/mini titans.

    And the fluff once again needs a lot of work, I've not seen any written material which states that the best warrior leads Exodite communities, in fact, I would say that they follow a similar path with Bonesingers or Farseer equivalents holding sway in council over their brethren...

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    Senior Member Calixtus's Avatar
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    All I can say is that this is my revisioning of the Exodites. Don't worry, every single troop type is backed with fluff, so there is a logical reason for the existence of each warrior. Each warrior that I design are based entirely on the fluff that I have written for them. And the fluff I write often is very complex with an interlinked plot. About the Bonesingers and Farseers holding Council within the Glade, that comes later when I write the rules for each of the different Seers of the Exodites.

    About the Shadows Coil, I havent written the rules for it yet, and might not be because the first War Dances seem more than sufficient. The part below the Shadows Coil is a piece of new rule I invented for Initiative, Toughness and Strength Tests.
    Last edited by Calixtus; September 18th, 2008 at 22:03.
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    Senior Member Calixtus's Avatar
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    Hi, I recently just updated the Codex, it is more complete now, and more playable. However, it is still unfinished, because I wrote the rest of the rules and units on a piece of paper, and that paper is in one of the boxes, so I got to find it. You can expect it all up by next week. Please do tell me if the Points Cost for certain units is underpriced or otherwise non-compatible. Like the Dragon Knights and Dragon Riders.
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    Senior Member Calixtus's Avatar
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    Updated and near complete edition of my Codex: Eldar Exodites. Have a look and a little scrutiny of it. There are some basic themes of maintaining only a modicum of technology, a reliance on natural, physical finesse, the use of dangerous beasts called Dragonkin, an emphasis in skill at ranged, and the relevance of terrain and the use of it, such as woods and jungles, in their tactical manoeuvrings.
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