Exodite Codex army (Eldar)

From: AntiChrist <seimejote_at_...>
Date: Wed, 16 Oct 2002 13:42:39 -0000

Here is my actual Exodite codex, give it a try ;-)
(Megadon and Carnosaurs hit location templates still to do)

+++INCOMING TRANSMISSION+++

Exodites
As the Eldar civilization neared its collapse, a number of Eldar
groups denounced the easy decadence offered by Chaos and abandoned
the homeworlds in a series of migrations they called the Exodus,
referring to themselves as Exodites. Those who joined the Exodus came
from all levels of Eldar society but were united in their
determination and powerful will to survive. For the most part they
headed eastwards across the galaxy, as far away from the main
concentration of Eldar worlds as they could reach. The Exodites were
aware of the dangers of indulgence and hedonism, so by choice they
selected worlds where their life would be hard so as to avoid the
trap of sloth. To a great extent this suppressed the natural Eldar
character of intense emotion and intellect, and did indeed save them
from the Fall. Among the Exodites, the intensity of the Eldar nature
is expressed as a powerful loyalty to their individual clans and a
strong determination to achieve their objectives. The struggle for
survival on these worlds was indeed grim. To enable them to deal with
the harsh conditions, some Exodites converted the sleek war machines
they had brought with them into tall walkers which they piloted
across their new planets, tending herds of gigantic animals called
Megadons. A ruling warrior elite gradually developed a system of
status and honour which is now known as the Eldar Knights. Other
Exodite societies have reverted to near-barbarism, following the
herds across the plains in an endless hunter-gatherer existence,
concealing their advanced technology behind a primitive lifestyle.
Over time, the Craftworlds sought out the Exodited and offered them a
place on board. The Exodites coldly told their Craftworld brethren
that they preferred to stay where life was simple if harsh, and the
dangers were obvious. Though the Craftworlds and Exodite colonies
trade with one another, the Exodites still maintain that the easy
lifestyle on the Craftworlds is dangerously close to that which
brought the downfall of their race. The Craftworld Eldar regard the
Exodites as rustic and rather simple folk, vigorous and wild in a way
that is quite unlike their own introverted societies. The Eldar Path
determines the way of life for all Craftworlders but not for the
Exodites, because of this they seem wild and individualistic, more
independently-minded and adventurous by far than their cousins. More
importantly, Exodite societies are more rigorous and physical than
those of the Craftworlds: where the Craftworlds cling to the past and
preserve all they can of their fallen civilisation, the Exodites have
turned their backs upon ancient traditions in favour of a simpler and
harder way of life. Their minds are tougher and more straightforward
but not so subtle and perhaps ultimately less powerful than the
Craftworld Eldar. However, they have survived, and of all the Eldar
they seem most likely to continue to do so.

Special Rules

Scouts
If this is your Main army and contains any Exodite Scout units
(Lethosaur and Raptor Knights), roll 1d6 before the game and consult
the following table. Roll as many dice as you got Exodite Scout units
in your army and choose the result you see most fitting.

Scout table
d6 Result
1 The scouts have located a favourable battleground in an area
in the enemy line of advance. Once terrain has been placed, you may
place one (or rearrange one) additional wood or area of jungle.
2 The scouts have reported on the enemy plans and your forces
are prepared. You may take the Initiative the first turn of this
battle.
3 The scouts are in position to report on the enemy positions.
The enemy must deploy all of his troops before you place any. Enemy
infiltrators are exempt from this rule.
4 A random enemy unit starts the game in reserve even if the
reserves rule is not normally used in the mission.
5 A random enemy Infantry, Cavalry, Walker or Vehicle
detachment is removed from table. It will arrive at the start of the
second turn from the opponent's table edge (on either Advance or
Charge orders).
6 An enemy Infantry, Cavalry, Walker or Vehicle detachment
(Exodite player choose) is removed from table. It will arrive at the
start of the second turn from the opponent's table edge (on either
Advance or Charge orders).

Infantry

Fusiliers
Fusiliers are the levied troops employed by the Exodites. In civilian
life they are tenants on the Baron's land and are obliged to repay
him by fighting in his armies whenever he deems it necessary. Callous
Barons draft civilians for every minor skirmish and regard them as
expendable, while more socially responsible ones use them as
sparingly as possible and keep them out of the worst fighting.

MOV: 10
SAV: -
CAF: 0
WPN: Blast Carbines
RNG: 50
ATK: 1
HIT: 5+
TSM: 0
Notes:

Warriors
Warriors are the close combat infantry troops of any Exodite War
Host, comprising warriors and hunters of the general populace,
travelling to battle at the command of their ruling Baron.

MOV: 10
SAV: -
CAF: +1
WPN: Blast Pistols/Swords
RNG: 25
ATK: 1
HIT: 5+
TSM: 0
Notes:

Cavalry

Dragon Knights
Knights are trained soldiers. Like civilians, they are tenants on the
Baron's land, but their service to the land and its lord earns them
the right to own land of their own, parcelled out by the Baron as he
sees fit. In combat, Dragon Knights are mounted on the commonest and
easiest to control riding beasts as they have not been trained with
more specialised mounts.
� Laser Lance - Laser Lances can be discharged upon physical contact,
making it ideal for a close pass: models charged are destroyed and
removed from play on a d6 roll of 5+ (this takes place before close
combat is resolved). This attack is ineffective against targets with
an Armor save.
� Wraithbone shield - The Wraithbone shield is a plate of Wraithbone
which has been psychically imbued with a protective field by an
Exodite Visionary. The shield grants a 6+ fixed save to the model
wearing it. In addition, if the model is hit by a laser weapon and a
6 is rolled for the unit's save, the blow is reflected back on the
attacker.

MOV: 20
SAV: 6+ fixed
CAF: +3
WPN: Blast Carbines
RNG: 50
ATK: 1
HIT: 5+
TSM: 0
Notes: Laser Lance, Wraithbone shield

Lethosaur Knights
Lthosaurs are lightly-built Dragons which typically travel
quadrupedally. They are herbivores, and so frequent prey for more
aggressive Dragons. This has made them extremely fast and alert. As
such, they are ridden by scouts who need to get close to the enemy
but avoid direct contact. In battle, knights will often ride the
animals into combat deliberately, and then surrender control to the
animal and let it run in panic, tricking the enemy into pursuing
before the knights regroup. Needless to say, only the best riders are
able to ride a Lethosaur. Lethosaur Knights may make an Infiltration
before the battle begins, and have the Hit & Run special ability.

MOV: 25
SAV: -
CAF: +1
WPN: Plasma Carbines
RNG: 35
ATK: 1
HIT: 4+
TSM: -1
Notes: Infiltration, Hit & Run

Raptor Knights
Raptors are extremely agile bipedal insectivores, large enough for a
rider but lightly built. They are the most common scouts in Exodite
armies, and are also used extensively as fighters due to their quick
reflexes and vicious temperament. Raptor Knights may make an
Infiltration before the battle begins.

MOV: 25
SAV: -
CAF: +3
WPN: Blast Pistols/Swords
RNG: 25
ATK: 1
HIT: 5+
TSM: 0
Notes: Infiltration

Pterosaur Knights
Pterosaurs are the only true flying creatures on most Exodite
worlds. Like birds, there are massive differences in size between
species, though knights only ride the smallest they are able to
because they are easiest to manage. Pterosaur Knights are sometimes
used to scout terrain other scouts have difficulty crossing, but are
more often employed to survey battlefields from above and swoop down
to provide support when necessary. Pterosaur Knights may Deep Strike
to the battlefield.

MOV: 30
SAV: -
CAF: +1
WPN: Blast Carbines
RNG: 50
ATK: 1
HIT: 5+
TSM: 0
Notes: Skimmer, (Deep Strike)

Dragoons
The Dragoons are formed from the finest soldiers in a Baron's
Household. They are typically employed as line-breakers, charging the
enemy with their potent Exodite Shock Lances, but even at range they
are fearsome, firing armour-piercing Plasma Carbines.
� Exodite Shock Lance - Exodite Shock Lances can be discharged upon
physical contact, making it ideal for a close pass: models charged
are destroyed and removed from play on a d6 roll of 4+ (this takes
place before close combat is resolved). This attack is ineffective
against targets with an Armor save.
� Wraithbone shield - The Wraithbone shield is a plate of Wraithbone
which has been psychically imbued with a protective field by an
Exodite Visionary. The shield grants a 6+ fixed save to the model
wearing it. In addition, if the model is hit by a laser weapon and a
6 is rolled for the unit's save, the blow is reflected back on the
attacker.

MOV: 20
SAV: 5+/6+ fixed
CAF: +4
WPN: Plasma Carbines
RNG: 35
ATK: 1
HIT: 4+
TSM: -1
Notes: Elite, Exodite Shock Lance, Wraithbone shield

Baron
The Baron will be either the lord of a territory, or a member of his
family, often a son eager to prove himself. The Baron does not simply
lead the army: he owns it, as it consists of his retainers and
tenants on his land. The forces at his disposal are not only a symbol
of his status, but also of his wealth. The Baron is considered an HQ
and Elite unit.
� Laser Lance - Laser Lances can be discharged upon physical contact,
making it ideal for a close pass: models charged are destroyed and
removed from play on a d6 roll of 5+ (this takes place before close
combat is resolved). This attack is ineffective against targets with
an Armor save.
� Wraithbone shield - The Wraithbone shield is a plate of Wraithbone
which has been psychically imbued with a protective field by an
Exodite Visionary. The shield grants a 6+ fixed save to the model
wearing it. In addition, if the model is hit by a laser weapon and a
6 is rolled for the unit's save, the blow is reflected back on the
attacker.

MOV: 20
SAV: 4+/6+ fixed
CAF: +6
WPN: Blast Pistol
RNG: 25
ATK: 2
HIT: 5+
TSM: 0
Notes: HQ, Elite, Laser Lance, Wraithbone shield

Visionary
Exodite Visionaries have the power of the spirits at their disposal
and are amongst the most potent Psykers in the galaxy. As a race
highly in tune with psychic energy and naturally reverent of the
spirits of the dead, Eldar of all races hold the Exodite Visionaries
in awe.The Visionary is considered an HQ unit, and wears a Spirit
Armor fashioned from the World Spirit's own Wraithbone-structure that
grants him a 6+ fixed save. A Visionary may use one of the following
powers once per turn:
� Executioner (Ethereal) - The Visionary projects his own spirit away
from his body, to launch an attack against his enemies. Nominate one
enemy stand within 50cm to immediately fight a close combat against
the spirit: if the spirit wins it vanishes and the enemy stand is
destroyed as normal, if loses is destroyed (the Visionary remains
unharmed) and the enemy stand counts as having already fought a round
of close combat this turn. The spirit has a CAF of +4, counts as an
Infantry model and is immune from all type of attacks except close
combat and Psychic attacks.
� Fortune (Ethereal) - The Visionary looks into the near future to
foresee where the enemy will attack. Nominate one Eldar unit within
10cm of the Visionary: this unit may re-roll any failed Armor and To
Hit rolls until end of turn.
� Heal (Ethereal) - The Visionary can attempt to repair the bodies
damaged patterns. Virtually any affliction can be corrected this way.
The Visionary gain the Medic skill until end of turn.

MOV: 20
SAV: 6+ fixed
CAF: +4
WPN: Blast Pistol/Witchblade
RNG: 25
ATK: 1
HIT: 5+
TSM: 0
Notes: HQ, Psyker

Walkers

Scout Walker
Among the Eldar the Jetbike is generally used for scouting and fast
attack. However amongst the Exodites this is not entirely true: on
the wind-swept grasslands and dense forests of these worlds, Eldar
Scout Walkers come into their own. Able to withstand the sudden
whirlwinds that swirl across the grassy steppes and negotiate the
tangled undergrowth of the forest, Scout Walkers can operate in
environments that would prove dangerous for Jetbikes. The Eldar Scout
Walker is adept at both scouting and ambush, the walker's firepower
coupled with its agility has made it successful on many worlds. It is
more lightly armed than the War Walker (having the capability to
mount only one heavy weapon) and lacks its protective energy field,
but this is more than made up for by the addition of a Holo-field
similar to that on Eldar Flyers. This, combined with the Scout
Walker's speed, make it ideal for hit-and-run attacks.

MOV: 25
SAV: -
CAF: +1
WPN: Scatter Laser
RNG: 25
ATK: 3
HIT: 5+
TSM: 0
Notes: Holo-field (FF 6+/AD 5+/CH 4+)

Vehicles

Vyper Carrier
The Vyper Carrier is an adaptation of the Vyper that was created out
of necessity by the Exodites, imitating the similar Venom transport
used by the Harlequins. Having established that large propulsive anti-
grav engines were far too difficult to construct and maintain,
standard Vypers were heavily modified, replacing the gun cradle with
an open transport deck, thus creating a light transport. Venom are
Open-topped Skimmers, and may Transport up to 1 Infantry stand.

MOV: 35
SAV: 6+
CAF: +1
WPN: Twin-linked Shuriken Catapults
RNG: 15
ATK: 1
HIT: 5+
TSM: 0
Notes: Skimmer, Open-topped, Transport (1)

Dragon Serpent
A Dragon Serpent is the most prized possession of any Baron. They are
invariably re-fitted Wave Serpents that have been traded with
Craftworld Eldar and are highly difficult to maintain in the harsh
conditions of Exodite worlds. This difficulty means that Dragon
Serpents are extremely rarely used by Exodites, but their high
mobility and protection renders them invaluable to any force that
contains one. Dragon Serpents are Skimmers, and may Transport up to 2
Infantry stand. They follow the same rules of Eldar Wave Serpents.

MOV: 25
SAV: 3+
CAF: +1
WPN: Warp Wave
RNG: 2d6*10
ATK: Special
HIT: 4+
TSM: 0
Notes: Skimmer, Transport (2)

Light Artillery

Heavy Wapons Travois
An Exodite Travois is an anti-grav platform which is pulled by a
Dragon mount. These have been used over millennia by wandering
Exodites as a means of transporting goods. They have been commonly
seen mounting heavy weapons to allow swift deployment to the
battlefield. A Travois is pulled with the heavy weapon facing away
from the enemy. When it fires, the Travois is slewed around to face
the right direction and then moves after firing. A Travois is used in
a unique way by the Exodites: the weapon is rapidly deployed, a shot
fired and then the weapon is moved again. Heavy Weapons Travois are
treated as having the Fire on the Fly special ability.

MOV: 15
SAV: -
CAF: 0
WPN: Bright Lance
RNG: 75
ATK: 1
HIT: 4+
TSM: -2
Notes: Fire on the fly

MOV: 15
SAV: -
CAF: 0
WPN: Missile Launcher
RNG: 100
ATK: 2BP
HIT: -
TSM: 0
Notes: Fire on the fly

MOV: 15
SAV: -
CAF: 0
WPN: Starcannon
RNG: 75
ATK: 2
HIT: 5+
TSM: -1
Notes: Fire on the fly

Hellbenders
The fire-breathing Hellbender (named Salamander by Imperial troops)
holds great significance in Exodite myth - having much in common with
the Dragon prevalent in traditional Eldar legend. Its breath has
enormous destructive capabilities, immolating unwary targets. The
breath attack uses the Inferno Cannon template: units affected are
hit on 4+, ignoring Cover modifiers.

MOV: 15
SAV: -
CAF: +1
WPN: Fire breath
RNG: Inferno Cannon template
ATK: -
HIT: 4+
TSM: 0
Notes: Ignores cover

Knights

Exo-Suit
Exo-Suits are used by Exodite Barons both for herding dragons and to
joust with one another. For this reason they are designed to allow
weapons to be mounted on and fired from them. The Exo-Suit encases
its wearer in a Wraithbone structure resembling a dreadnought, though
usually more slender and taller even than the Eldar Wraithlord. The
Star Lance can be fired in two ways: single target fire or multi-
target fire. If firing in single-target mode fires multiple volleys
against one target, represented by rolling 1d3 when hits: the number
rolled indicates how many successive hits the target receives. Each
hit must be saved against separately as well as each shot may take
down a shield (on a one shot/one shield basis), so it can rapidly
deplete a Titan's shield protection. If firing in multi-target mode,
place a Barrage template within LoS and range: models affected are
hit on 4+ with a -2 TSM. Although this weapon has an option of using
a Barrage template to resolve an attack, it cannot attack buildings.
Additionally, Star Lances can be discharged upon physical contact,
making it ideal for a close pass: models charged are destroyed and
removed from play on a d6 roll of 5+ (this takes place before close
combat is resolved, and even targets with an Armor save are affected).

Weapon Fire mode Range Atk Hit TSM Notes
Star Lance Single target 75cm 1 4+ -2 D3
hits
                Multi-target 75cm Templ. 4+ -2

� Wraithbone shield - The Wraithbone shield is a plate of Wraithbone
which has been psychically imbued with a protective field by an
Exodite Visionary. The shield grants a 6+ fixed save to the model
wearing it. In addition, if the model is hit by a laser weapon and a
6 is rolled for the unit's save, the blow is reflected back on the
attacker.

MOV: 20
SAV: 3+/6+ fixed
CAF: +4
WPN: Star Lance, Scatter Laser
RNG: 75/75
ATK: Special/3
HIT: 4+/5+
TSM: -2/0
Notes: Holo-field (Knights), Wraithbone shield

Pr�torians

Megadon
Megadons are massive, stocky herbivorous reptiles. Exodites are using
these species because of the relative high intelligence of the
animals. The Megadon responds to simple commands from handlers in a
howdah on the creature's back. The military applications of such a
beast are obvious, and in combat they make excellent mobile heavy
weapon platforms, combining long range artillery capability with
fearsome close combat ability. One problem with the Megadon is that
they are just animals, and if they get badly hurt or alarmed, they
will not always react as the handlers may wish. The Psychic Blaster
uses the Inferno Cannon template: units affected must make a Morale
check (except those not affected by Morale checks) or be destroyed, a
roll of 1 always fails.

MOV: 10
SAV: Template
CAF: +8
WPN: Bright Lance/Starcannons/Psychic Blaster/Lasblasters
RNG: 75/75/Inferno Cannon template/15
ATK: 1/4/-/6
HIT: 4+/5+/Special/6+
TSM: -2/-1/No save/0
Notes:

Titans

Carnosaur
The largest of all the Dragons ridden by the Exodites is the
Carnosaur. The Carnosaur is over 10 metres tall and is a terrifying
sight to behold. A ferocious predator, it hunts down its prey and
kills without mercy. The beast walks on his powerful hind legs, and
uses it's long tail to balance, which means that tht Carnosaur can
move at an astounding fast speed. The Dragon has a large reptilian
head and its long teeth are sharp enough to tear flesh and bone with
consummate ease. Carnosaurs are used as terror units by the Exodites,
mounting two brave warriors upon the fearsome lizard's back and
charging it into enemy lines to cause massive destruction and carnage.
� Agile - The Titan is very agile and can make as many turns as it
likes when moves.
� Blood Lust - A Carnosaur is driven mad by the sounds and smells of
blood and battle. Roll 1d6 in each Order phase: on a 1 it must be
placed on Charge orders and must charge the nearest enemy.

MOV: 20
SAV: Template
CAF: +12
WPN: Starcannon/Scatter Laser/Lasblasters
RNG: 75/25/15
ATK: 2/3/2
HIT: 5+/5+/6+
TSM: -1/0/0
Notes: Agile, Blood lust

COMPANY CARDS (detachments) Break Point-Morale-Victory Points cost
Defender host (3 Fusilier hosts) 9-3-5 450
Warrior host (3 Warrior hosts) 9-3-4 350
Dragon host (3 Dragon Knights squadrons) 8-3-6 600
Scout host (1 Lethosaur squadron, 2 Raptor squadrons) 8-3-5 500

SUPPORT CARDS (composition) Break Point-Morale-Victory Points cost
Fusilier host (6 Fusilier stands) 3-3-2 150
Warrior host (6 Warrior stands) 3-3-1 125
Rangers squad (4 Rangers stands) 2-2-1 100
Dragon Knights squadron (5 Dragon Knights stands) 3-3-2 200
Lethosaur Knights squadron (5 Lethosaur Knights stands) 3-3-2 200
Raptor Knights squadron (5 Raptor Knights stands) 3-3-2 175
Pterosaur Knights squadron (5 Pterosaur Knights stands) 3-3-2 200
Dragoons (5 Dragoons stands) 3-2-3 250
Scout Walkers squadron (3 Scout Walkers) 2-3-1 100
Vyper Carrier squadron (6 Vyper Carriers) 3-3-2 175
Bright Lance Travois battery (3 BL Travois stands) 2-3-1 125
Missile Launcher Travois battery (3 ML Travois stands) 2-3-1 125
Starcannon Travois battery (3 SC Travois stands) 2-3-1 125
Hellbenders squad (3 Hellbenders) 2-3-2 150

SPECIAL CARDS (composition) Break Point-Morale-Victory Points cost
Baron (Baron stand) n/a-1-2 150
Visionary (Visionary stand) n/a-1-2 175
Dragon Serpent squadron (3 Dragon Serpents) 2-3-2 225
Exo-Suits squadron (3 Exo-Suits) 2-2-3 300
Megadon (-) n/a-2-3 300
Carnosaur (-) n/a-2-2 200

+++END OF TRANSMISSION+++
Received on Wed Oct 16 2002 - 13:42:39 UTC

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