HQ |
Exodite Lord | |||||||||||||||||||||||||||||||||
Your army must include at least one Lord as the army's general. This may be either a King or a Chieftain. Your army may also include a second Lord, but this second Lord will always be a Cheiftain. You may never have two Kings in the same army. Exodite Lords are the greatest warriors among their people. Exodite Lords include major Tribal Chieftains and the mighty Kings of the Exodite Worlds. Some choose to go to battle on foot among their Warriors, whilst others ride to war atop Dragons. The mightiest Lords are carried to battle on the backs of Great Dragons or Great Winged Dragons, the most awesome beasts to be found on the Exodite Worlds.
Options: The Exodite Lord may be given any equipment allowed by the Exodite Armoury. Mount: The Exodite Lord may be mounted on one of the following beasts: Dragon for +15 pts; Great Dragon for +35 pts; Great Winged Dragon for +40 pts. See the Mounts Page for more details. Special Rules |
0-1 Exodite Prophet | ||||||||||||||||||||||
At the time of the Great Exodous from the Eldar Homeworlds, the Prophets were the bringers of Isha's message of warning to her children. They warned of the Fall of the Eldar, resulting in the Exodous and the salvation of the Exodites from the Fall. Now, thousands of years later, the Prophets still serve as her messengers, maintaining the link between the Exodites and the World Spirits of the Earth Mother.
![]() Bodygaurd: The Exodite Prophet may be accompanied by a Bodyguard of up to 5 Exodite Shamans, see the Shaman Bodyguard section for details. Note that the Exodite Prophet and his Bodyguard count as a single HQ choice. Special RulesPsychic Powers: The Exodite Prophet must choose between 1 and 4 Psychic Powers for the points cost listed in the Exodite armoury. Rune Armour: The Prophet wears ceremonial armour or carries an amulet carved with protective runes and sigils that use Psychic energy to ward off enemy attacks. A model wearing Rune Armour has an invulnerable save. Jungle Warriors: The Prophet follows 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 Avatar of the Great Hunter | ||||||||||||||||||||||
When the Exodites began their long journey away from the Eldar Homeworlds, they recieved gifts from three of the Eldar gods. The gift from Kurnous, the Great Hunter, was a small shard of his being that grew into a mighty Avatar representing him when the Exodites reached their new home. Just as the Craftworld Eldar are aided in times of dire need by the Avatar of the Bloody Handed god, so are the Exodites aided by Kurnous's Avatar.
Weapons: The Spear of Kurnous Special Rules![]() Horn of the Wild Hunt: Kurnous's Avatar bears a mighty horn that instills nearby Exodites with courage, inspiring them on to acts of great valour. Any Exodite unit with a model within 12" of the Avatar becomes fearless in close combat. This means that when the unit is fighting in an assault, it will automatically pass any Morale check it is required to make. Also, if the Avatar is in close combat, all Exodite units with a model within 12" add +1 to their score when working out who has won a round of close combat (in effect they count as having inflicted 1 more wound). Independant Character:The Avatar is an Independant Character and follows the Independant Character special rules as given in the Warhammer 40,000 Rulebook. Monstrous Creature: The Avatar is a huge and fearsomely strong opponent. It is treated as a monstrous creature and therefore rolls 2D6 for armour penetration and ignores opponents' armour saves in close combat. Invulnerable: The Avatar is a supernatural creature whose physical vessel is very difficult to destroy. It is treated as being invulnerable and therefore may make an armour save against any and all wounds it takes, even those that would normally pierce its armour or that allow no save to be made. Daemon: To all intents and purposes, an Avatar is a Daemon and will be affected by weapons or abilities that use special rules against Daemons. Jungle Warriors: The Avatar of the Hunter follows 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. |
Shaman Retinue | |||||||||||||||||||||||||||||||||
Exodite Prophets are often accompanied by a retinue of Shamans. These are their students and servants. They are often assigned to accompany other squads in order to provide psychic support to the entire Exodite army.
You may take a Shaman Retinue to accompany an Exodite Prophet. See the entry above for details. Squad: The squad consists of between 1 and 5 Exodite Shamans. Options: A Shaman may be given any equipment allowed by the Exodite armoury. Character: Shamans are characters, but may not move on their own. They must either remain in a unit with the Prophet, or they may be assigned to join a unit of Tribesmen, Warriors, Dragon Hunters or Dragon Knights (but not Nobles or Scouts). With the exception of the Prophet's retinue, you may not have more than one Shaman in a unit. Mount: If accompanying a unit of Dragon Knights, a Shaman must be mounted on a Dragon at a cost of +12 pts. He may not be mounted on a Dragon otherwise. Shaman Powers: Each Shaman may be given a single Shaman power at the points cost listed in the Exodite armoury. Special Rules |