Armour of Vaul: The Armour of Vaul is an ancient relic brought with the Exodites during the Great Exodous. It is ornate and extremely rare. A model wearing the Armour of Vaul has a basic armour saving throw of 3+. This save may not be improved to better than 2+ by riding a Dragon, or any other means.
Banner of Isha: Add +1 to the Exodite combat resolution score of any assault that takes place within 6" of the Banner of Isha. However, if the model carrying the standard is slain, then the enemy model that slew the bearer captures the banner and gets the bonus from then on. It is possible for the banner to change hands several times during a single battle, as long as the model holding the standard is slain in close combat each time.
Bright Lance: The Bright Lance is used by the Exodites to
destroy heavily armoured targets, using a highly focused beam of laser energy. A bright lance has the profile given in the reference section. In addition, it treats any armour value higher than 12 as 12.
Eldar Missile Launcher: The Eldar have a grasp of technology which far surpasses that of other races, and it is this knowledge that allows them to make wide use of plasma missiles. Eldar missile launchers may fire krak or plasma missiles with the profiles given in the reference section. A squad that takes casualties from a plasma missile must test for pinning. (See page 58 of the Warhammer 40,000 Rulebook).
Drake Lance: The Drake Lance is a powerful and ancient artifact. The head of the lance is wrought in the shape of a mighty Fire Drake's head. The mouth of the Fire Drake is capable of pouring forth a mystical flame to consume the enemies of the Eldar. A model weilding the Drake Lance gains +2 S and +1 I and ignores armour saves when they charge. In any other situation, the Dragon Lance is treated as a regular Close Combat weapon. In addition, once per battle the Drake Lance may be used either as a flamer, or as a melta bomb. A Drake Lance is a one-handed weapon. A Drake Lance may not be combined with any other weapon on the turn that the bearer charges.
Dragonet: Some Exodites are accompanied into battle by a pet Dragonet. It is identical to those found in the Fast Attack section of the Army List, with the following exceptions. The Dragonet must attempt to remain within 2" of its master at all times, and it is not affected by the normal rule regarding Handlers being killed. Instead, if its master is killed it is removed as a casualty as well. Note that a single Dragonet cannot breathe fire, as at least three Dragonets are required to cause any significant damage. However, it will still ignore cover when charging enemy models, so all attacks are struck in Initiative order.
Dragon Helm: The Dragon Helm is the mark of a Dragon Knight Noble, the elite veterans of the Dragon Knight kindreds. Granted only to the most skilled and powerful Dragon Knights, A Dragon Helm grants the wearer a 6+ invulnerable save, which may be taken instead of their regular save.
Dragon Lance: The Dragon Lance is a powerful weapon used by Exodite Nobles and Lords when mounted. It employs powerful psychic conductors throughout its wraithbone core to channel all of the anger and agression of the weilder into the tip of the weapon, releasing a powerful burst of energy upon contact. A model weilding a Dragon Lance gains +2 S and +1 I and ignores armour saves when they charge. In any other situation, the Dragon Lance is treated as a regular Close Combat weapon. A Dragon Lance may not be combined with any other weapon on the turn that the bearer charges.
Dragon Scale Cloak: Exodite tradition holds that only an Exodite King may wear a cloak made from Dragon Scales. The thick scales of the Cloak offer a measure of protection above and beyond the King's armour. An Exodite King wearing a Dragon Scale Cloak will not suffer 'Instant Death' for weapons that have a Strength that is double their toughness value or more. They will still suffer 'Instant Death' from othe sources (Nurgle Plagueknives, Force Weapons, etc).
Fusion Gun: The fusion gun is a melta-weapon. As a melta weapon, the gun rolls 2D6+Strength for Armour Penetration when fired at half range (6"). Its profile is given in the reference section.
Haywire Grenades: The Exodites use Haywire Grenades for
disabling enemy vehicles. They send out a powerful, short-range magnetic pulse which shorts out electrical wiring and disrupts the energy systems of its target. They may only be used in an assault against vehicles.
A model attacking with these grenades may only make a single attack, whatever their Attacks characteristic, or whether they charged. If the attack hits, roll a D6 and consult the chart below to determine the effect. A Haywire Grenade may only be used against a Dreadnought if it has already been immobilised or stunned.
D6 | Effect |
1 | No Effect |
2-5 | Glancing Hit |
6 | Penetrating Hit |
Horn of Isha: The eerie tone of the Horn of Isha strikes psychically augmented fear into the hearts of the enemy as the bearer and her unit charge forward. An enemy unit that is in cover will fight simultaneously with a unit bearing a Horn of Kurnous during the first round of close combat. An enemy unit out in the open will subtract -1 from their initiative during the first round of close combat. Note that the horn has no effect if the unit is charged, only when they charge the enemy.
Horn of Kurnous: The Horn of Kurnous is blown when a unit charges, instilling the fury of the Hunter god into the hearts of the unit as they charge the enemy. An Exodite unit with a Horn of Kurnous that charges will add +2 to their Attacks instead of the usual +1. Note that the horn has no effect if the unit is charged, only when they charge the enemy.
Laser Lance: This weapon is used by Dragon Knights and mounted characters. They use it to deliver intense short ranged laser blasts as they charge into combat. It is fired in the assault phase when the weilders charge into combat and is worked out just before you move them into combat. A unit's Laser Lances must be fired at a single unit being charged by the shooting unit and any casualties count towards the combat resolution for that turn. All of the normal shooting rules apply to this attack, such as rolling to hit, saves for cover and so on. In addition, a model armed with a laser lance counts as having Strength 5 when working out hits in hand-to-hand combat. A Laser Lance may not be combined with any other weapon on the turn that the bearer charges.
Mark of Isha: Many Exodite Prophets bear the Mark of Isha as a sign of her divine protection over them, protecting them from hostile daemons and other warp entities. If a Prophet with this mark suffers an attack from the perils of the warp while making a Psychic test (ie, the player rolls a double 6 or double 1) they may ignore it on a D6 roll of 4+. In addition, any Daemon that is fighting the model in close combat halves its own Weapon Skill (rounding up).
Plasma Grenades: Rather than the crude fragmentation grenades used by other races, the Eldar emply advanced Plasma grenades to stun their enemies when they charge into close combat. These negate the effect of cover in close combat, so that all attacks are worked out in initiative order.
Power Halberd: The Power Halberd is used exclusively by the Daughters of Isha. Each weapon is constructed especially for the Daughter it is given to, perfectly balanced and custom fitted for her. A model using a Power Halberd adds +1 strength in close combat and ignores enemy armour saves. The weapon is weilded in two hands, and so may not be combined with another weapon in order to gain +1 Attack.
Ranger Long Rifle: The Ranger long rifle is equipped with highly sophisticated sights, allowing the firer to locate weak points in an enemy's armour. The long rifle is treated like a sniper rifle. In addition, if a 6 is rolled for the to hit roll, the shot counts as having AP 1.
Rod of Isha: A Prophet carrying a Rod of Isha counts as having a power weapon. In addition, the Prophet rolls 3D6 and discards the highest roll when taking a Psychic test. Note that you must use the lowest two rolls, even if they are a double 1.
Rune Armour: Exodite Prophets and Shamans wear ceremonial armour, medallions and other symbols that are covered in protective runes and sigils which use psychic energy to ward off enemy attacks. A model wearing Rune Armour has an invulnerable saving throw.
Rune Stones: Exodite Shamans often carry potent Rune Stones into battle. These can be used to bolster or protect their own forces. At the start of the battle, roll a D6 for each model bearing a Rune Stone, to see which types of Rune Stones are available for this battle. The resulting Rune Stones may then be distributed to specific models as you see fit. (For example, two Shamans bear Rune Stones. A 1 and a 5 are rolled. You may choose which Shaman will recieve the Rune of Protection, and which will recieve the Rune of Destruction).
D6 | Rune Stone |
1-2 | Rune of Protection |
3-4 | Rune of Destruction |
5-6 | Rune of Fury |
Rune of Protection: The Rune of Protection allows the Shaman's unit to ignore the first failed saving throw each turn. This may not be used on any model who has suffered 'Instant Death' or that has been hit by a weapon that allows no save.
Rune of Destruction: Once per battle, during the Shooting Phase, the Shaman and his unit may re-roll any failed To Wound rolls for Shooting.
Rune of Fury: Once per battle, during any Assault Phase, the Shaman and his unit may re-roll any failed To Hit rolls.
Singing Spear: The Singing Spear is a psychically-charged weapon used by Prophets and Shamans, which can be thrown at opponents and returns automatically to the user's hand. The Singing Spear has a range of 12", no AP and is Assault 1. It always wounds opponents on a 2+, regardless of their Toughness. If thrown at a vehicle, it has a Strength equal to three times the thrower's Strength and adds +D6 for Armour Penetration as ususal. A Singing Spear may also be used in close combat, but requires both hands to weild and so cannot be used with another close combat weapon or pistol to gain +1 Attack. A model may not throw the Singing Spear and use it in close combat in the same turn.
Spirit Stone: Every Exodite wears a waystone, to trap their soul when they die and stop it being consumed by the Chaos god Slaanesh. Waystones containing a soul are known as Spirit Stones, and can be put to a variety of uses by the Exodites. A Prophet can use the power of a Spirit Stone to charge themselves with psychic energy. A psyker with a Spirit Stone can use two psychic powers each turn instead of one, but may not use the same psychic power twice in the same turn.
Standard of Kurnous: This standard symbolises the mighty hunter and inspires great courage in Exodite warriors. A unit bearing the Standard of Kurnous may re-roll any failed morale test.
Starcannon: The Starcannon is a highly advanced plasma weapon that uses a sophisticated electromagnetic pulse to guide its lethal bolts to the target. Note that unlike the crude and clumsy plasma weapons of other races, a starcannon does not overheat on a to hit roll of 1. Its profile can be found in the reference section.
Sword of Vaul: The Swords of Vaul were gifted to the Exodites from the smith god when they set out on their journey of exile. They are extremely powerful weapons, capable of cleaving a fully-armed Space Marine in two in a single sweep. The Sword of Vaul may be used either one-handed or two-handed. Used-one handed, it adds +1 to the wielders Strength and ignores armour saves like a power weapon. Used two-handed, it is treated as a Power Fist. Whether used one- or two-handed, any model with more than 1 wound which is wounded by the Sword of Vaul, must immediately pass a Leadership test on 2D6 or die automatically as the essence of Vaul, trapped within the blade, sucks away at the target's soul to sustain itself.
Talisman of Isha: A Prophet can use the Talisman to protect themselves and others against psychic powers cast by enemy psykers. If an enemy psyker attempts to use a psychic power and the psyker or the target is within 6" of the Prophet, the enemy must take the Psychic test on 3D6 and discards the lowest roll. Psykers who do not normally have to take a Psychic test remain unaffected by the Talisman.
Tear of Isha: The Tears of Isha were used by the Earth Mother to communicate with her children, the Eldar. Though they can no longer be used to contact Isha, the Tears still bear a measure of her power. Once per battle, a Prophet bearing a Tear of Isha may double the range of one Psychic Power cast by the Prophet.
Talon Bolas: The Talon Bolas is made up of several Dragon Talons strung together with Dragon-hide leather straps. It will fly in an arc, smashing through an enemy unit before returning to the thrower. A Talon Bolas is thrown at an enemy unit using the normal shooting rules. If it hits, you may roll to hit again. Keep on rolling until you fail to hit or you have inflicted 4 hits. Make rolls to wound and armour saves for each hit inflicted as normal. No model in the target unit may be hit more than once. A Talon Bolas may be used in close combat, adding +1 Attacks. (This is in addition to any bonus for charging or having two close combat weapons.) The Talon Bola has a Range of 24", is Strength 4, Ap 5 and Assault 1.
Vaul's Sigil: Vaul's Sigil is a potent Talisman that protects the wearer from harm. However, its power is limited to a single use before it must be recharged on an Altar of Vaul. The wearer gains a 2+ invulnerable save which may only be used one time during the battle. You must declare that this save is being used before rolling the dice to save. Remember that you may only make one saving throw against any single wound.
Witch Blade: Eldar Psykers carry potent force weapons known as Witch Blades, which may take the form of a spear, sword or some other weapon. A model with a Witch Blade always inflicts a wound on a D6 roll of 2+ in hand-to-hand combat. Armour saving throws are taken normally. Against vehicles, Witch Blades triple the bearer's Strength characteristic when working out armour penetration.
Wraithbone Ballista: Designed originally for penetrating the thick hides of huge Megadons, the Wraithbone Ballista is also capable of smashing through enemy armour with little effort. It rolls 2D6+6 for Armour Penetration when fired at half range (18").
Webway Stone: The Webway Stone is carefully carved from an outcropping of the Wraithbone crystal that make up the World Spirits of the Exodite worlds. They are imbued with the power to open a temporary link to the Eldar webway, allowing the Exodites to bring reinforcements from anywhere on an Exodite world. Exodite warriors never travel away from their homeworlds without at least one of these powerful artifacts.
The Webway Stone may be activated by the model carrying it in the shooting phase, instead of moving or shooting that turn. Place a spare blast template in base contact with the model when it activates the Stone. From then on, units entering as reserves may be placed on the portal template instead of entering on the table edge. There is no risk of scattering or being killed when travelling in this way, and the portal cannot be destroyed. Once activated, the model that was carrying the portal may move away, and doesn't have to remain in contact with it. If you have a Webway Stone in your army, you may keep units in reserve, even if you are not normally allowed to do so in the mission played. If you do this then the troops may only enter through the portal, and if it has not been opened on the turn they become available to enter play, they must be held back until it is.
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