ELITES



Exodite Dragon Knight Nobles


Nobles are Dragon Knights who have proved their mettle not only in practice and inter-tribal jousting, but also in countless battles with the enemies of the Exodites. Without exception they are the most skilled and dangerous members of the Exodite Knightly kindreds. The long-standing relationship between rider and mount forms a bond so strong that only death of one or both parties could possibly sunder it.

UnitCost WSBS ST WI ALd Save
Noble Knight 35 4 3 3 4 1 4 2 8 3+
Minor Lord +10 4 4 3 4 1 5 2 8 3+

Squad: The squad consists of between 3 and 5 Knights.

Weapons: Dragon Lance, Throwing Blades. All Dragon Knight Nobles also wear Dragon Helms.

Options: Any model may replace their Dragon Lance with a Laser Lance at no cost. Any model may replace their Throwing Blades with a Shuriken Pistol for +2 pts. One model may be given a Standard of Kurnous for +20, and one model may be given a Horn of Kurnous for +30 pts.

Character: One model in the squad may be upgraded to a Minor Lord for +15 pts. The Minor Lord may exchange his Dragon Lance for a Power Weapon at no cost.

Special Rules

Cavalry: Dragon Knights are a type of Cavalry, as described on page 93 of the Warhammer 40,000 Rulebook, with the exception listed below.

Saddle Born: Dragon Knight Nobles are quite accustomed to shooting from atop their Dragons. They follow the Saddle Born rule as presented on the Rules and Reference Page.

Resilient: Dragons are very tough creatures, and very hard to kill. To represent the extra protection this affords their riders, they add a bonus of +1 to the Toughness and +2 to the Armour Save of the model riding them. These bonuses are already taken into account in the profiles given above.

Empathic Bond: The bond between a Noble and his Dragon is very strong, strengthened more so by the Psychic nature of the Eldar. Any failed difficult terrain test may be re-rolled, but the result of the second roll must be accepted. (Note that due to the Jungle Warriors rule below, woods and jungle are not considered difficult terrain.)

Jungle Warriors: Dragon Knight Nobles follow the rules for Jungle Warriors as presented earlier in this Codex. See the Rules and Reference Page for details on the special rules used by Jungle Warriors.


0-1 Sons of Kurnous




The Sons of Kurnous perform special dances and ceremonies when the Exodites prepare to hunt, calling on the favor of their patron, Kurnous. They are trained from birth for their sacred duties, honing their bodies to perfection in order to give the best possible performance. In battle, they use their fluid grace to dance around their enemies' clumsy attacks before dashing in to strike.

UnitCost WSBS ST WI ALd Save
Son 30 4 4 3 3 1 5 2 9 -
Troupe Leader +15 5 5 3 3 1 6 3 9 -

Squad: The squad consists of between 5 and 10 Sons.

Weapons: Throwing Blades. Each Son is also equipped with a pair of Dancing Blades. This gives each Son +1 Attacks for having a second Close Combat Weapon. This is already taken into account in the profile given above.

Character: One model in the squad may be upgraded to a Troupe Leader for +15 pts. The Troupe Leader may be given a Power Weapon for +10 pts.

Options: One Son may be upgraded to a standard bearer, equipped with a Standard of Kurnous for +15 pts. One Son may be given a Horn of Kurnous for +25 pts. These models still count as being armed with a pair of Dancing Blades, even if this is not shown on the model.

Special Rules

Dodge: The Sons of Kurnous do not wear armour. They rely instead on thier speed and agility to dodge incoming fire or melee attacks. This grants them an invulnerable save of 5+. If a Son is hit by a weapon that uses a Template of some kind, and their save is succesful, the Son must be moved to the edge of the template so that they are no longer underneath it. If this is not possible (i.e. there is an obstacle in the way), then treat the save as having failed.

Jungle Warriors: The Sons of Kurnous follow the rules for Jungle Warriors as presented earlier in this Codex. See the Rules and Reference Page for details on the special rules used by Jungle Warriors.

Dances: The Sons of Kurnous know special dances designed espescially for combat, which enhance their abilities. Each Dance may only be used once per battle.

Cunning Hunter: The Sons use their lithe movements to confuse their enemies, making it nearly impossible to hit them. Use this dance during the Close Assault Phase. The Sons will strike last, but their opponents will require 6's to hit them.

Leaping Dragon: This dance allows the Sonss to leap over the heads of their enemies in order to strike at the very heart of their unit. This dance may be used during the Close Assault Phase. Any Son that is in Base Contact with an enemy model may be moved into Base Contact with any other model in the enemy unit that you desire. This allows you to attack the most desirable targets and leave the screening troops behind. This move may take them beyond their normal charge range, but they must end up in contact with another model from the original unit they were in contact with.

Raptor's Pounce: The Sonss spring upon their enemy so quickly that the enemy is stunned by suprise. This dance may be used in the Close Assault Phase on a turn that the Sons charge. The Sons will strike first, regardless of Initiative, cover and other factors. If an enemy model has an ability that allows it to always strike first (such as Dark Eldar Wyches on certain combat drugs) then the attacks are resolved simultaneously.

Speed of Kurnouss: This dance allows the Sons to move quickly over open ground, far faster than normal. Use this dance during your Movement Phase to add D6" to your total allowed movement for that phase. Sons who use this dance may still use the Fleet of Foot rule as normal, but may not use their Throwing Blades even if they do not Fleet of Foot.


0-1 Daughters of Isha


At the points where the crystaline structure of the World Spirit pierces the surface of the Exodite Worlds, the Exodites build temples to Isha. These temples allow the Exodites to commune with the World Spirit, and the souls of their ancestors that are stored there. The guardians of these temples are a special caste of proud female warriors, known as the Daughters of Isha. Candidates for the sisterhood are selected at birth by the priestesses of the temple, and trained by their sisters all their lives. The Daughters live under strict vows of poverty and celibacy, and are among the most deadly warriors of the Exodites. They weild deadly Power Halberds and move with a grace equalled only by the Sons of Kurnous. Their armour is suitably ornate and covered by flowing green robes to remind them of their earth Mother, Isha.

UnitCost WSBS ST WI ALd Save
Daughter 25 4 4 3 3 1 5 1 9 4+
Priestess +15 5 5 3 3 1 6 2 9 4+

Squad: The squad consists of between 5 and 10 Daughters.

Weapons: Power Halberds (+1 Strength, no Armour Saves), Wraithbone Bows

Character: One model in the squad may be upgraded to a Priestess for +15 pts. The Priestess may replace her Wraithbone Bow with a Talon Bolas for +10 pts.

Options: One model in the squad may be given a Banner of Isha for +20 pts. One model in the squad may be given a Horn of Isha for +20 pts.

Special Rules

Chosen of Isha: The Daughters of Isha are her chosen defenders. They are protected by her power against hostile psykers. Any enemy psyker who attempts to use a psychic power that affects a Daughter of Isha must roll 3D6 for the psychic test and discard the lowest roll. Psykers who do not have to make a Psychic test remain unnafected by this rule.

Jungle Warriors: The Daughters of Isha follow the rules for Jungle Warriors as presented earlier in this Codex. See the Rules and Reference Page for details on the special rules used by Jungle Warriors.


0-1 Eldar Ranger Squad


Rangers are Craftworld Eldar who have become disenchanted with life on the strict Eldar Path and have taken upon themselves the Path of the Outcast. Many leave their Craftworld to live among the wild, free Exodites. Their skills as Scouts and Warriors are welcomed by the Exodites, who see them as strange, romantic fugures who live archaic lives. The Rangers ejnoy the freedom of mind possible only among their wild kin and gladly help defend the Exodite Worlds in times of need.

UnitCost WSBS ST WI ALd Save
Ranger 20 3 4 3 3 1 4 1 8 5+

Squad: The squad consists of between 3 and 10 Rangers.

Weapons: Ranger Long Rifle, Shuriken Pistol

Special Rules

Infiltrators: In the right circumstances, Rangers have the ability to work their way into a forward position on the battlefield. To represent this, they may set up using the Infiltrators rule, but only if the mission allows for Infiltrators to be used. If the mission does not allow use of the Infiltrators rule then the Rangers must set up with the rest of the army.

Difficult Terrain: Rangers are famed for their ability to slip unseen through the most rugged terrain, causing no more disturbance than the passing of a breeze. A Ranger Squad moving through difficult terrain can roll one dice more than usual, choosing the highest roll as their movement as normal.

Cameleoline Cloaks: Rangers are swathed in cloaks and robes that make them all but invisible to the naked eye. A Ranger Squad adds +1 to any cover saves it is allowed (i.e. a 5+ cover save becomes a 4+ cover save). If they are not in cover then they have a 6+ cover save.


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