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1 Codex Codex Eldar Exodite Corsair vol 2.0 created by Grunt13 When the eldar race was slipping further and further into debauchery, some of their number recognized the dangers of such hedonism. They left the eldar civilization in order to make a new start free of the vices corrupting the their people. These eldar adopted the name Exodite, and settled the primitive worlds early in their terraforming process. The exodites are directly connected to their worlds as their planets house the spirits of their ancestors in the same manner the craftworlds house the spirits of the craftworld eldar. One effect of this relationship is that the spirits of the fallen exodites are an ever-present influence on exodite worlds affecting both the fauna and flora of the planet. Like other eldar, the exodites make heavy use of the webway. Often exodite worlds and those of neighboring systems are riddled with hidden webgates. This allows the exodites to move from point to point on their worlds and nearby planets with relative ease. An exodite army could 1 use the webway to march between continents on their worlds, attack an enemy occupied planet, encircle an invading army, or even march onto another world. Exodites, when compared to the craftworld eldar, can be seen as primitive. They lack the resources of the craftworlds and must make do with what their worlds provide for them. A noteworthy absence are the machines of the craftworlds; exodites use beast of burden to assist their labors. Some of the superior technology that makes craftworld eldar such viscous opponents can be found on the exodite worlds, but at a much reduce capacity. Lasblasters are favored over the shuriken catapult as they are easier to maintain and equip on the primitive setting of the exodite worlds. Other evidence of their advance technology is demonstrated by their force fields, mesh armor, weaponry, and limited anti-gravity devices such as levitating platforms. Other than those items, exodite culture is rather devoid of the machinery.

2 The eldar are a psychic race and the exodites are no exception. The exodites develop their psychic potential in the hopes of furthering their bond with their worlds and shielding them against harm rather then scribing the future as the farseers of the craftworlds. Wayseers are individuals who have completely dedicated themselves to developing their talents for the benefit of exodite society. They use their abilities to tie their psyche with that of their worlds and fellow exodites. The exodites also benefit from possessing warlocks. These psykers use their abilities with less subtlety than the wayseers and often lead squads of exodites into war. Exodites make heavy use of dragon handlers, eldar who use their abilities to interact with the fauna of the exodite worlds. These individuals are able to bond with the dragons through a combination of psychic projection and their innate ability to empathize with the reptiles; they fill a necessary role in utilizing the dragons that inhabit the exodite worlds. The young and violent worlds of the exodites house an array of the species of vicious reptiles. Dragon is a general term that refers to these lizards, the eldar often utilize these creatures both in their daily labors and as instruments of war when necessary. The smaller species of dragon are used as mounts by the exodites, these pack dragons are as much at home in the forest as the exodites themselves and are able to speed an exodite through the trees or plains with ease. The large carnosaur is a cunning predator that uses its speed and stealth to stalk and overpower the herbivores that they prey upon, in times of war the carnosaurs can be coax to the lend their services to the exodites cause. The horned beast is a powerful herbivore with a thick hide; it is often used for its strength and durability and are considered the workhorse of exodite society. A beast of burden during normal operations, during war they are fitted with heavy weapons and become a living, snorting tank of hide, horn, and muscle. When the world spirit is enraged by the intrusion of despoilers the exodites may find a megasaur aligning itself with them against a common enemy. Megasaurs are huge carnivores that rule the exodite worlds as apex predators; towering over enemy troops they are able to inflict massive destruction. Little can stand in the way of a charging megasaur, who are capable of turning over tanks and 2

3 demolishing squads of infantry. Another noteworthy species of dragon are the gargantuan thunder beasts. These herbivores are the largest land creatures to walk the exodite worlds; they shake the ground with their footfalls. These dragons are able to house numerous exodites who construct house sized structures upon their backs. The exodites use dragon handlers to interact with these mighty creatures. While influenced by the world spirit the many types dragons such as the carnosaur and megasaur are not anyway submissive to the exodites and often enough threaten the eldar and their herds. Handlers ride upon these dragons guiding them in warfare so that the beasts operation with cohesion with the exodite military operations. The exceptions are the smaller horse sized dragon mounts used by the exodites, which are known to exhibit a pack animal s kinship with their rider independent of the handler s influence. The exodites use their innate skill at tracking and stealth to ambush their enemies. Often lacking significant numbers compared to their opponents the exodites rely on their superior skills, wilderness tactics and dragons to win their conflicts. Hit and 3 run guerrilla tactics are used to disorientate the opponents who are tormented until they find themselves in a precarious situation, which the exodites can exploit with a devastating assault utilizing their dragons and weaponry. Not all planet dwelling eldar are exodites. Some craftworlds are actively colonizing the galaxy and many corsair fleets settle down on a world after achieving their fill of plundering and adventure. Many of these colonies are influenced by the exodites and many exodite communities are slowly adapting more and more of craftworld culture. There are cases where it is difficult to distinguish a craftworld colony influenced by the exodite culture or an exodite tribe embracing craftworld technology. Some exodite worlds have even taken up the practice of manufacturing craftworld tanks, but most exodites are satisfied to keep the influence of foreign eldar culture to a minimum.

4 Army Special Rules All units marked as Exodites use the following rules. World Weary: Exodites are very connected to their worlds and possess an innate knowledge of terrain and how to exploit it to their advantage. All exodites possess the Stealth and Move Through Cover universal rules. Encircle: When the exodites wage war they are skilled at utilizing terrain and webgates to encircle and cut off their foes. They are even able to perform this method of warfare when attacking enemy worlds to the enemy it seems that the exodites are vanishing and reappearing to exploit new avenues to prey upon them, and thanks to the webway that is likely the case. Before deployment assign a number to all the table edges disregarding any table edges that the exodites can fully use as their deployment zone. Randomly assign one of the table edges to the exodites. When calling reserves the exodites may enter from either their deployment zone as normal or from the table edge they rolled. Dragon Riders: Handlers ride mounted on top of monstrous dragons. These individuals use their connection to the creature to guide its actions on the battlefield. In addition to the handlers some dragons have other exodites riding upon them, typically manning the heavy weapons affixed to the creature. The dragon will instinctively protect these riders with their body and there are defensive systems such as a force-damping field similar to those used by craftworld warwalkers to protect these riders; this does not completely guarantee the their safety. Any ballistic shot that has a strength of 6 or greater that strikes the dragon will kill a rider on a wounding roll of a 6. Take an armor save for the dragon as usually to see if it receives a wound. If the handler is slain the dragon will adopt the universal rules for Rage. If a gunner is slain then the gun they were manning will no longer function. Units that have the sniper rule may attempt to target a rider, declare this before firing. Treat such shots as if they were strength 6 or higher, but the dragon is not wounded by the hit as the sniper has directed their shot against a rider and not the beast. 4

5 ARMORY Weapons: Chain glaive: 10 points Laser lance: 20 points Power sword: 10 points Shuriken pistol: 1 points Fusion gun: 10 points Lasblaster: 2 points Shuriken catapult: 2 points Web Caster: 10 points Wargear: Dragon Mount: 25 points Haywire Grenades: 3 points Plasma Grenades: 3 points Wayseer equipment: Upgrade witchblade to singing spear: 3 points Upgrade witchblade to tuning staff: 5 points Rune of Warding: 15 points Runes of Witnessing: 10 points Spirit Stones: 20 points Wayseer powers: Weaken Resolve: 10 points Hated Prey: 20 points Guided Blows: 25 points Mind War: 20 points Protection: 10 points Dragon Totems: Chosen Prey: 15 points Extended shielding: 10 points Fearsome Totem: 5 points Speed Totem: 5 points Spirit Stone: 20 points Stalker: 10 points 5

6 HQ Lord Army List This individual is the accepted leader and military commander of the exodite force. He guides the exodite tribe both in times of peace and war. Often hailing from a monarchy this individual is an important figurehead to the exodites. Lord / Special Rules: independent, Fleet, Commander, Exodite Commander: This respected leader is the tactical mind that governs the exodites when they wage war. He is able to direct them to reposition with a simple gesture or embolden them with a hard glance. Any unit that has line of sight to the Lord may retake leadership tests whether they passed or failed as long as the lord is not falling back. Dragon Affiliations: Any lord that is mounted on a dragon may be upgraded to either a Knight Lord or a Scout Lord for 15 points. Knight Lord: This lord favors the aggressive methods of the dragon knights. The lord gains the furious charge universal rule and the skilled lancers rule (see dragon knights). Dragon knights may now be selected as troops. Scout Lord: This lord values the use of stealth and opportunistic tactics employed by the dragon scouts. The lord gains the Skilled Riders, Hit and Run, Universal rules and the Native Gunners and Agile Retreat rules (see dragons scouts). Dragon scouts may now be used as troops. Equipment: Lasblast pistol, close combat weapon, and refractor field (save included in profile). The lord may take addition equipment from the exodite armory. 6

7 Wayseer A wayseer is an exodite who has completely dedicated themselves to developing their psychic potential for the betterment of their people and their worlds. Similar to the farseers of the craftworlds, wayseers are eldar who fully embrace the psychic path. These individual focus their powers on linking their psychic self to their environment and people. A wayseer can feel invaders traveling across their world in similar manner that a being may feel a string of small insects walk over their bare skin. Wayseer Special Rules: Independent, Fleet, Rune Armor, psyker, Exodite Weapons: witchblade, shuriken pistol Options: The wayseer must take at least one and up to 5 abilities from the Warseer powers table. The wayseer may purchase from the wayseer equipment table. The wayseer may also purchase a dragon mount for 25 points. Guider: The wayseer is able to direct people through terrain or obscure them so that allies emerge in an ideal placement and enemies stubble out of the woods confused and lost. As long as the wayseer is alive the exodite player can add one to any reserve roll performed by either player. Also when rolling to determine the table edge any unit, friend or foe, that enter via an outflank move the wayseer can force a reroll. Exodite Warlock Exodites, like their craftworld brethren, are a psychic empowered people; those who pursue seercraft find themselves leading their fellows in times of peace and war. Warlocks are commonly placed in advisory roles in exodite culture. Warlock Special Rules: Fleet, Rune armor, pysker, Exodite Weapons: witchblade, lasblast pistol Options: The warlock may upgrade their witchblade to a singing spear for 3 points. They may purchase warlock powers from codex craftworld eldar using the rules and prices provided in that codex. Assignment: The exodite warlocks do not take up a section on the force organization chart and as many warlocks can be taken as long as there are viable squads for them to be placed with. Warlocks are assigned to squads of exodite warriors, platform teams, forest carvers, dragon knights, and dragon scout squads in which case they are treated as a squad upgrade, only one warlock may be placed in a squad. When assigned to dragon knights and dragon scout units the warlock must purchase a dragon mount for 25 points. Warlocks will gain all the rules used by the squad in which they are assigned. 7

8 Troops Exodite Warriors Exodites are a hardy people who are live dangerous lives. These people rely on their skills to survive on their worlds. These people look upon their craftworld cousins as swaddled children, living cushy lives free of danger or true trials. Exodites are a race of survivors skilled at the firearm and blade, going to war armed with weaponry that they have used for day to day survivor on there primeval worlds Special Rules: fleet, exodite Warrior Unit size: 5-15 Weapons: lasblaster, close combat weapon. Options: Up to three models may be equipped with specialized weaponry. Two may form a platform team equipped with a bright lance for 30 points; eldar missile launcher for 20 points; scatter laser for 15 points; shuriken cannon for 5; or a starcannon for 25 points. Any of the three not part of a platform team may be equipped with a web caster at 6 points; fusion gun for 8 points; chain glaive for 10 points; or power weapon for 5 points. Rangers Rangers commonly frequent the exodite worlds and are welcome members of exodite society. When the exodites mass for war rangers often lend their assistance. Many exodites are willing to become rangers themselves, to join ranks with their craftworld kin and wander the webway to see distant worlds. Rules: See codex Craftworld Eldar 8

9 Elites Dragon Knights Dragon knights are skilled warriors armed with laser lances and mounted on carnivorous reptiles. Having developed their skill by besting the megasaurs of their worlds, they are an impressive force on the battlefield. When an enemy army needs to be routed or a raging dinosaur has to be slain the exodites turn to the their dragon knights. Dragon Knight 4 4 3(4) (2) Special Rules: calvary, skilled lancers, exodite Unit size: 3-10 Weapons: laser lances, close combat weapon. Skilled lancers: The exodite knights have been riding their mounts and fending off monsters with their lances for most of their careers. Their skill with this weapon is legendary. The dragon knights can fire their lances even if they used fleet during their movement phase. The staggering metal forms of the necrons made their steady advance through the forest. The constant harassment of exodite sharpshooters had reduced their numbered and caused them to send their ranks deep into the forest willing to sacrifice their squads in perpetuity in order to drag the eldar into open warfare. A mass of necron warriors silently marched between the trees unaware that they were being shadowed. When the silver mob reached a clearing the exodites struck. The knights dived from the trees breaking their concealment and launching upon the necrons. The blasts of their weapons knocking many of them to the ground. As the distance closed lances punched through the ranks of the necrontry while the dragon mounts ripped off metal skulls and limbs. The necrons lashed back at the riders, but their blows landed feebly, restricted by the press of scaled hide within their unit. A rifle was brought down against a dragon s skull with a loud crack spraying teeth and spittle. The dragon whipped back its heads and giving a bloody roar trampled the offending warrior to the ground caving in its chest with its talons as it trampled the prone necron. The knights made short work of their foe, blasting the necron wreckage to ensure none arose. Finally the remains evaporated in a glowing green mists. The knights quickly repositioned themselves to prevent the necron force retaliating. The knights were prepared to replicated their performance until the necrons were driven from this world. 9

10 Harlequins Harlequins keep tabs on all the eldar in the galaxy including the exodites. Often the harlequins will aid the exodites as they aid other incarnations of eldar. Rules: See Harlequin rules Forest Carvers The exodites are not in complete peaceful coexistence with their habitat. When the exodites require the forest altered they employ the the carvers. Far more than simple woodsman these eldar careful prune away the terrain to suit the exodites in the mist of hungry predators. Skilled at concealing themselves from dragons of their worlds, a carnosaur walk right pass them as they blend into the background. These exodites are able to shift through the forest and fell a tree with a single swipe, all while evading the notice from some of the most skilled predators in the galaxy. Carver Special Rules: hidden assault, obstruction, exodite Unit size: 3-10 Weapons: Chain Glaive and lasblaster pistol Obstruction: Before deployment the exodite player may ask to see their opponents army list. One unit may be selected; this unit losses its infiltration/scout universal rules. Hidden Assault: The unit may be kept in reserve as normal. When the unit arrives place the unit anywhere on the board. When arriving this way they may not assault but may shoot or run as usually. If the unit is placed within 3 inches of an opponent unit they may forfeit their shooting to inflict D3 strength 4 rendering hits per sculpture in the unit; distribute wounds as shooting. Il Lenia and her fellow carvers were part of the woods, so intertwined into the terrain that the gangly kroot hopped right pass them. The rouge trader shipped these creatures in to detect the exodites presence on this world, hoping to find their community or webgate. The carvers have been planting false trails leading the kroot away from their sites. After misdirecting these kroot around for a few days the carvers decided that mere obfuscation wasn t enough to foil the trader s efforts. These aliens were impressive stalkers. They leaped from the trees tasting the air, they were even able to do something to the tree lizards that would normally squawk at intruders; active chirping creatures were muted, their normal songs turned into drugged silenced - they stood out in sharp contrast to the planet that has been home to Il Lenia and her companions. Once the last kroot passed by the carvers they struck. Their chain glaives whipped to life in an instant, Il Lenia severing a leaping kroot in mid jump. Her companions were equally effective, every kroot within three paces was bisected; a full third of their force cut down before the leading kroot could even respond to the eldar. The remaining aliens charged into the the carvers intent to smash aside the exodites. Il Lenia paired with a large gangly specimen. Bringing her weapon down in an a sweeping arc, her opponent raised its bladed rifle up to contest the blade; the chain glaive sheared through the weapon and kroot. Her kin slaughter the rest of the kroot quickly ensuring that their employer efforts continued to thwarted. 10

11 Fast Carnosaur: This creature is a snarling and hissing predator the size of a landspeeder. Only the handler, an exodite trained to psychically manage the animal, is capable of suppressing the creature s natural instinct to prey upon all living creatures in its vicinity. Special Rules: Monstrous Creature, Calvary, Devouring Jaws Unit: 1-3 Riders: 1 Handler Carnosaur Devouring Jaws: The carnosaur hunts down and slays the herbivores that dwarf even this giant killer. The carnosaur is able to tear apart its prey despite the their difference in size due to its adapted traits and vicious temperament, when faced with human sized opponents carnosaurs have been known to swallow exalted characters in an single bite. When rolling against a unit in combat if the carnosaur scores 4 or more hits it can exchange all its hits for D3 auto wounds on a single selected model in base contact with the carnosaur; the dragon may only use devouring jaws against the unit it scored the 4 hits against. These wounds ignore both armor and invulnerable saves, as the target is taken in up into the creature s jaws and devoured. Treat the wounds as being inflicted by a strength 10 attack for calculating insta death. These wounds prohibit any form of regeneration as the target, or at least chucks of them, is now resting in the carnosaur s stomach. Only a single target can be the recipient of this attack and excess wounds will not carry through to a squad. Options: The carnosaurs may purchase dragon totems. 11

12 Dragon Scouts These exodites are often the first line of defense employed against invaders. They are on constant patrol guarding against threats both foreign and domestic. These scouts exemplify the exodites skill as guerrilla fighters; they possess and demonstrate abilities at exploiting the terrain and mastering woodland marksmanship that only an exodite hunter can manage. Dragon Scouts 4 4 3(4) (2) Special Rules: Calvary, Exodite, Scouts, Hit and Run, Native Gunners, Agile Retreat Unit size: 3-10 Weapons: Lasblaster, close combat weapons. Options: One out of every three models may exchange their lasblaster either for a shuriken cannon for 10 points, fusion gun for 8 points, or web caster for 10 points. Any model may replace their lasblaster for a ranger long rifle for 5 points. The entire unit can purchase haywire grenades for 20 points. Agile Retreat: The dragon scouts are famed at their ability to strike and reposition thus avoiding retaliation. During the assault phase, instead of assaulting normally the dragon scouts may make a 6 inch assault move in any direction. Native Gunners: Skilled at hunting in dense terrain these eldar are able to mitigate some of the obstruction cause by cover when targeting their victims. In addition the bond between the rider and steed is so well established that the eldar can focus their full attention on acquiring a target while the dragon guides itself in the correct course. When firing at a unit that receives a cover save subtract 1 from their normal save. In addition sniper rifles can be fired by the unit even if it moved in its movement phase. The unit still may not assault if it fired its sniper rifles, but may make use of the Agile Retreat rule. 12

13 Heavy Gun Beast: Large and powerful these creatures are typically found in exodite herds. Often used by the exodites as beast of burden, these violent herbivores are well suited as stable gun platforms. The beasts bony, horned crest and dim mind make it well suited to tolerate the return volleys of the enemy; and anyone foolish enough to attempt to silence the heavy weapons with an assault will have to deal with an ill-tempered living battering ram. Gun Beast Special Rules: Monstrous Creature, Rampage, Exodite Unit Size: 1-3 Riders: 1 Handler, 2 Gunners Guns: Each gunner must purchase one of the following heavy weapons, a bright lance for 30 points; eldar missile launcher for 20 points; scatter laser for 15 points; shuriken cannon for 5; or a starcannon for 25 points. Rampage: When threatened the dragon charges headlong in a snarling snorting rage. The beast on it primal instincts charging swinging its horn head back and forth gouging and shearing bodies. Instead of running normally the horn beast may charge; roll 2D6 and move the dragon forward this amount in inches. Moving non-vehicles out of the way of the dragon, but keep track of all models displaced. Each model must pass an initiative test or receive a strength 5 hit that ignores armor saves. A foolish model may make a death or gory attack against the dragon and must kill the creature to stop its rampage. The model is removed if it fails to slay the creature. If the dragon hits a vehicle it will come to a stop with the vehicle and the dragon receiving a strength 8 hit. The hit against the dragon will ignore its armor save. Skimmers may attempt to evade just as if a tank was attempting to ram them. Options: The gun beasts may purchase dragon totems. 13

14 Megasaur: One of the largest land predators found on Exodite planets, the megasaur reigns as supreme killer among the savage worlds of the eldar. These mega-beasts topple trees when they wade through the forest hunting lesser dragons. The exodites are able to form a cooperative relationship with one of these creatures only when the planet itself seeks vengeance upon the enemy. Only when the world spirit is so enraged at the violation of invaders will a megasaur consent to be ridden by a handler. Megasaur Special Rules: Monstrous Creature, Fleet, Devastating Chomp, Crushing Bulk, Exodite Rider: one handler Devastating Chomp: The megasaur s huge jaws are capable of tearing a metric ton of meat off a leviathan or swallowing a mighty hero in a single bite. When rolling to hit a unit in combat, if the creature scores 4 or more it hits can exchange all its hits for D6 auto wounds on a single selected target in base contact with the megasaur; the dragon may only use devastating chomp against the unit it scored the 4 hits against. These wounds ignore both armor and invulnerable saves, as the target is taken up into the creature s mouth and devoured. Treat the wounds as being inflicted by a strength 10 attack for insta death. These wounds prohibit any form of regeneration as the target, or a least chucks of them, are now resting in the megasaur s stomach. Only a single target can be the recipient of this attack and excess wounds will not carry through to a squad. Crushing Bulk: When in an assault with a megasaur it is not the merely the claws and jaws of the colossal beast that threatens the puny figures hacking at the monster s feet. The shear size of the creature means that it wades through lesser creatures stomping and crushing with its talons and sending the broken bodies flying through the air by the casual whipping of its tail. Any unit that is combat with the megasaur will receive D6 strength 4 hits at an initiative of 1. Distribute as shooting hits, models will only be struck once by this attack, excess hits are lost if there are less models in a unit than hits assigned to it. Options: The megasaur may purchase dragon totems. 14

15 Platform Team The platform teams are able to navigate the rough terrain of their planets to deliver a tremendous amount of firepower that is able to cut down invading infantry or shred their gangly machines as they are bogged down in the underbrush. Corsair Special Rules: fleet, exodite Unit size: 5-15 Weapons: lasblaster, close combat weapon. Options: Up to three models may be equipped with specialized weaponry. Two out of every three exodites may be placed into a heavy weapon platform. A platform team must be equip with a bright lance for 30 points; eldar missile launcher for 20 points; scatter laser for 15 points; shuriken cannon for 5; or a starcannon for 25 points. Exodite worlds tend to be beauty landscapes of virgin flora. Planets of vivid colors and graceful forms creating a perfect eden. The fauna however are creatures of nightmares. Scaled monstrous predators stall through the forest with the skills of jungle cats. Even the herbivores are vicious creatures; living tanks able to absorb autocannon hits and their horns are able to shear a marine in half. The planets of the exodites possess world spirits, housing the souls of departed exodites in the much the same manner infinity circuits within craftworlds and large space vessels. Some exodite planets contain the collective spirits of generations of fallen exodites while other worlds only house a few souls in order to extend the exodite influence upon a planet. The exodites have created world spirits on distant planets that require observation, placing a handful of their decease brethren to maintain a vigil. A common practice upon worlds expected of being of future importance, the exodite dead are placed as an advanced guard or monitoring system. These repurposed dead are often referred to a as wayspirits. Sleeping necron tomb worlds are known to have such guardians ready to report any signs of activity to their wayseers. The souls guide exodite warriors are alert to dangers like the restless movement of slumbering evils. Should an exodite force strike a planet housing wayspirits they will fight in the most alien of terrain with amazing familiarity. Like the craftworld eldar, exodite spirits can be transferred from their world spirit to another using spirit stones. It is possible for the exodites to take a spirit from world to world allowing the exodites to advance and retreat their dead as needed. The transferring of a fallen eldar spirit is a delicate and time consuming process. Worlds that contain a handful of exodite souls can be abandoned with their spirits safely evacuated, but well established planets with world spirits containing dozens of generations of fallen exodites could require hundreds of years to properly transfer their souls to safety often requiring exodites to fight for their worlds knowing full well to abandon them is to sacrifice their ancestors. 15

16 WARGEAR: Wayseer Abilities: Weaken Resolve: Those who set an unwelcome foot upon the exodite worlds are in a precarious situation. If feels as if the every breeze and every sound carries extreme danger. The wayseer magnifies these feelings while stripping away all the securities and mental fortitudes the invaders might posses. During the shooting phase the wayseer can target a unit within 24 inches, line of sight not required. The unit has its leadership reduce by 2 and will treat every ballistic attack as if it causes pinning. This effect last until the end of the exodite shooting phase. Hated Prey: The exodites are impassioned when bringing retribution to their enemies. The wayseer channels and focuses this universal amenity upon a particular group while uses his empathic abilities to scribed them. The wayseer projects these sentiments and insight to the exodites. The results of this is that the exodites have tremendous degree of intuition upon the group while feeling a strong desire for their destruction. Target a single enemy unit within 12 of the warseer can be targeted during the exodites turn. The effect is the an exodite firing upon that unit counts its weapons as twin-linked and during the assault phase all exodites count as if they have the furious assault and preferred enemy when assaulting this particular unit. The effects last until the start of the next exodite player s turn. Guided Blows: The wayseer tunes into the minds of a near by squad and enhances their perceptions and abilities. When under these effects the eldar see the enemy with new eyes, their weaknesses stand in blaring obviousness and their blows are enchanted with latent psychic power. At the start of the exodite players turn the wayseer can enhance one unit within 6 inches. This units weapons now count as rendering in close combat and when firing upon a unit within 12 inches from them. Mind War: See codex craftworld eldar Protection: The wayseer creates a sphere of protection from foreign powers. The warseer casts this power at the start of the exodite s turn. Any friendly unit within 12 inches of the wayseers receives a 4 save against psychic powers. If an enemy psyker has a power nullified by this save they suffer a perils of the warp attack. Any daemons that enter from reserve within this sphere will take damage as if they suffer a perils of the warp attack. This lasts until the start of the exodite s next turn. 16

17 Brightlance: See Craftworld Eldar codex. Chain Glaive: This is a specialized chain instrument that the exodites use to cut down a tree with a single swipe. These glaives are two handed weapons that increase the users strength by 1 and gives them rendering combat attacks. Dragon Mount: Ridden by the exodites these beasts are as much a threat as the knights they carry.taking a dragon mount gives the eldar a plus one to their attacks and strength characteristics, and gives them an armor save of 3+. The character now counts as cavalry. Eldar Missile Launcher: See Craftworld Eldar codex. Fusion gun: See Craftworld Eldar codex. Haywire Grenades: See Craftworld Eldar codex. Lasblaster: A highly efficient laser weapon utilized by the eldar. Far superior to the human lasgun the lasblaster is able to produce a high rate of fire while maintaining accuracy at high range. The lasblaster also produces more refined shot that can negate the effect of flak armor. The weapon is highly reliable and favored over the shuriken catapult by the exodites who find it ideal for their type of guerrilla warfare. Lasblast pistol: A pistol form of the lasblaster the lasblast pistol is a highly favored side arm of the exodites do to its high reliability and rate of fire. Laser lance: See craftworld eldar codex. In addition the laser lance is a specialized weapon that won t receive an addition attack if combined with a pistol or close combat weapon. Ranger long rifle: See Craftworld Eldar codex. Rune of Warding: See Craftworld Eldar codex. Runes of Witnessing: See Craftworld Eldar codex. Scatter laser: See Craftworld Eldar codex. Singing spear: See Craftworld Eldar codex. Shuriken Catapult: See Craftworld Eldar codex. Shuriken Pistol: See Craftworld Eldar codex. Spirit Stones: See Craftworld Eldar codex. Tuning Staff: This instrument is used by the wayseers to speak to the spirits of fallen exodites that inhabit their worlds. The staff enhances the empathic capabilities of the wayseer allowing them to use spirit echo of their surroundings to gain increase perception when focusing their abilities.the tuning staff counts as a two-handed witch blade. The staff also increases the range of the wayseer s psychic power by 12 inches. Web Caster: A common instrument to the exodite people. Loaded with a constricting net that restrains while releasing tranquilizers into the target's system. Often used to knock out renegade creatures or recapture an escape herd animal. When dealing with the mon-keigh that would threaten their worlds that exodite are not as merciful and the web casters are altered to fire monofilament wire that constricts upon its victims reducing them to segments as the wire closes around them. Range Str. Ap Type Special Lasblaster Assault 2 Lasblast Pistol Pistol 2 Web Caster Assault 1 3 inch blast, pinning 17

18 Dragon Totems: The exodites are known augment their dragons using psychic conditioning often represented by tribal markings painted on their hide. These dragons are influenced by these totems bestowed by their handlers. Chosen Prey: The exodites project a particular opponent into the dragon s focusing its mind on their destruction. The dragon will hunt its selected prey with the same familiarity it has for the prey creatures that make up its food source; even though this is the dragons first encounter with this particular opponent. After set up the dragon may declare a certain unit as its marked enemy. The dragon now has the preferred enemy universal rule against that unit and all others sharing its classification. Extended shielding: The shielding that protects the handlers is carefully tailored not to interfere with the dragon s senses. Some creatures are able to tolerate the shielding to such a degree that it can be extended to the point were the dragon receives some protection. The dragon now possesses a 6+ invulnerable save. Fearsome Totem: The exodites paint the dragon to emphasize the monsters terrifying presence projecting a primal dread upon those standing against it. Any unit wishing to assault the dragon must first pass a leadership test in order to take their assault move; fearless units are immune. Speed Totem: Dubbed with paint that drives the creature into a state of frenzy the dragon moves at an accelerated pace. Roll 3D6 and pick the highest die when determining run distances. Spirit Stone (Megasaur and Carnosaur only): The spirit stone of a fallen handler is mounted on the dragons brow. The dragon no longer requires a rider, but may still utilize one if desired. The dragon does not have the rage universal rule and benefits from the Enhance warlock power. Stalker: The dragon is conditioned to use its predatory instinct to close upon they enemy. Closing on the prey with agility that seems completely at odds with the creatures bulk. The dragon now has the scout universal rule. 18

19 Apocalypse Units: Thunder Beast: These creatures are so titled because the ground shakes when they stride; these massive herbivores are capable of housing large structures mounted upon their backs. Only used in the largest of engagements as massive mobile gun platforms fulfilling the role often played by war machines in other armies. Thunder Beast Special Rules: feels no pain, improved shielding, gargantuan Riders: 1 handler, 6 gunners Improved Shielding: The size of the thunder beast means that they can support heavy, more powerful shield generators. The riders are now protected from all shots save those that are Strength 8 or higher. Sniper weapons follow the same rules but now count as strength 8 hit when firing at a thunder beast. Options: Once tamed the Thunder Dragons can be fitted with nearly anything of use to the exodites. In war these beasts can be used to carry nearly any heavy equipment for the exodites be it platform weapons, pulsars, or shield generators. The thunder beast can be out fitted in the following manner: Platform Beast: (+ price of guns) Armed with the standard heavy weapons that are easy to produce and maintain by the exodites. The beasts, brisling with heavy weapon, are able to send volleys of fire upon the enemy while the it stomps through armies. Each gunner must be equip with either a bright lance for 30 points; eldar missile launcher for 20 points; scatter laser for 15 points; shuriken cannon for 5; or a starcannon for 25 points. Cannon Beast: (+ 200 points) Fitting the thunder beast with armaments provided by the craftworlds. These beast help mitigate the absence of the skimmer tanks used by the craftworld eldar. The thunder beast has three guns each with two gunners assigned to them. When a gun loses all its gunners it no longer functions. Any of the three guns can be from the following list: Twin-linked Firestorms (see fire storm rules): Twin-linked Doomweavers (see nightspinner rules) Prism Cannons (see fire prism rules) - Cannons can be used to contribute to each other as if they were multiple fire prisms. Titan Beast: (+ 400 points) This beast is fitted with the pinnacle of eldar craftworld battlefield weapon. Typically mounted on a revenant titan these weapons allow the exodites to bring complete devastation upon their enemies.the thunder beast is equipped with two titan guns. One or both guns may be either a pulsar or sonic lance (see revenant titan rules). Each gun has three gunners assigned to it. When a gun loses all its gunners it no longer functions. Shield Beast: (+ 300)The exodites prefer to use guerrilla tactics rather then massing large forces for open warfare. Often when the situation is desperate enough to arrange a large force against an enemy they will take efforts to defend themselves against the guns of their foe. The creature is fitted with a power force field generator, all six gunners will be assigned the operation of this device. Measuring from the center of the force field generator all non-vehicle models within 18 of the center point will receive a 4+ invulnerable save against any attack originating from more than 18 from the center of the field generator. Vehicles count as obscured instead of receiving a save. If all the gunners are slain the field will no longer function. 19

20 Incident Report: Scribed by Shas o Kunas Kak Leading an exploration team we landed on a vibrant green world with a noteworthy outcropping of forested regions. At first the planet was deemed to be little interest to the Tau Empire due to its predominate temperate climate and its saturation of flora; it was found unsuitably for tau physiology. Large antivegetation methods would have to be utilized for tau habituation and even then the planet would be located too far from other septs to be adequately supported. The world would be categorized and the exploration fleet would have moved on to new prospects, but the earth caste investigators detected an anomaly on this perceived uninhabited planet. An odd outcropping of stones that appeared arranged in a manner denoting the presences of sentient life likely a spiritual shrine. An opportunity to bring a species to the Greater Good was something that could not be ignored. Or es Kor, our water caste ambassador, was adamant about rescuing the locals from their backwater ignorance and bringing them to the light of the greater good. The shrine was heavily concealed by forest and it was necessary to land the mantra 15 tor kan away in a clear area. I veto using anti vegetation bombs out of concern that it may be disruptive to the people we are seeking to recruit, Or es Kor, on the other hand, felt a bold gesture may be useful in establishing authority. We took a large force to escort Or es and the earth caste observation crew. Several squads of fire warriors and pathfinders with transports, a unit of crisis suits and stealth suits, and a hammerhead; a large detachment of kroot joined us as well. The force was deemed necessary in order to impress the strength of the tau empire; it was not thought that there would be an actual military need for such an armed presence on this world. The kroot were a valuable asset as this planet had the perfect environment for their talents. Tagrog Pra, the kroot s shaper, was unnerved by the planet; his warriors quickly scouted the nearby forests and reported back a noteworthy absence. The source of the concern was the apparent lack of fauna within the heavy vegetated planet. The science crew theorized the possibility of the evolutionary development of a world devoid of creatures, but that just raises the question on the origins of the race we are exploring. The kroot insisted that they could feel presences, just that they were unable to locate an sign of them, not even a tangible scent to signify their existence. Due to the cautious manner in which we approached the site, the journey was estimated to take us two planetary cycles there and two to return. Our progress hindered by having the kroot and stealth teams careful scout out our path, and our catering to the earth caste who wished to examine every plant they came across. Still no sign of the presence of any fauna not even an insect despite the presence of flowering plants. Many of the exploration team were becoming more an more unnerved by the lack of creatures especially the kroot, Or es Kor was the only one undisturbed by the empty world the thought of ushering in a new species predominated the water caste member s mind. We made camp without incident and began again in the morning. It was only a few decs of marching until the kroot reported in with a discovery. We deterred our path at the shaper s direction to find a circular patch of crops. Due to the relatively small size of the outcrop and the overhanging trees it was understandable how it missed detection from our ships. The cultivated crop took the form of a sweet rooted vegetable a brave member of the earth caste actually sampled the plant after analyzing it. Others followed suit finding the crops rather pleasant and Or es Kor saw new value as turning the planet in to an agricultural site. By clearing the forests and converting the world into a farming planet manned by our yet to be discovered people. The crops were laid bare without the protection of a fence or an indicator that any form of machinery was used in the working of the soil. Not wishing to postpone our journey for long, we left our finding and continued to our original destination. In just a few tor kans from the site the advance kroot scouts returned with another exciting discovery, one of the inhabitants was at the shrine. We encircled the location, our view extenders showed a solitary figure standing in the center of a maw of smooth ivory stones jetting out of the ground like fangs. The kroot and stealth team could not find any trace of other inhabitants nor even a trail left by the lone figure. Once we were comfortable that the figure was properly encircled Or es Kor and I, in my crises suit, approached. 20

21 The inhabitant, a humanoid draped in what appeared to be a garnished hide with a decorated bone crest and armed with a spear, casually watched us progress without reacting. I first thought the figure was a Gue La who have evolved to suit this planet. But as we neared the alien turned to face us and I abandoned my initial assessment. Or es Kor spoke to me under his breath that the figure was an eldar, this struck me as odd as what I knew of the eldar, was that they were a remarkably advance species. I stood back and allowed Or es Kor to handle the introduction, the alien spoke first in greeting us to his world in flawless imperial gothic and introduced himself as the ambassador of his people. Or es Kor and the alien conversed in the Gue la language. Or es Kor gave the typical introduction reserved for swaying the gue la to the greater good. How the advance technology and philosophy that the Tau provide could greatly improve the lives of his people; the eldar merely listened without any apparent affect. The articulations of its slightest gestures and sing song voice seemed unsuited for a sentient, but what was most disturbing to me was its apparent lack of curiosity in us. Never have I seen anyone, alien or tau, that have seen me arrayed in my crisis suit and have them appear disinterested. The eldar who identified himself as Wayseer Thann Sor-Andar listened with deadpan expression to Or es Kor s offering. When the water ambassador discussed using tau vehicles to orchestrate the mass clearing of woodlands to cultivate the planet s crops Thann only reacted by raising an eyebrow. The alien listened to the peace of the greater good, the value of unity, and the benefits that tau advancements and culture could bring to their society all while surrounded by my fire caste members and the gawking kroot brandishing rifles. Once Or es Kor finished his well-rehearsed statements the wayseer cocked his head and simply stated in his melodied voice that his people have no desire for the tau s technology, culture, or the greater good. The eldar then instructed us to return to our craft and leave this world. It took an effort on my part not to chuckle at this single being s impudence when staring at the force arranged against him. Or es Kor and I, parted from this eldar and conversed on how to proceed. It was my intention that we should document our findings and leave this planet to continue our exploration allowing the Ethereal minds on Tau va to decide on the proper action. Or es Kor had another course in mind, it was his desire take this Thann Sor- Andar and interrogate him aboard our vessel to discover the hidden encampment of these primitive eldar. At Or es Kor s strong insistence, I conceded to his plan. The alien gave no indictor that he was surprised when he was informed that he was to be escorted to our vessel. Or es Kor stated to this wayseer that it was only his ignorance that made him answer so, and it was the tau s obligation to see that he be properly educated, a task that would require that he return with us as a guest. Staring right at the water caste member the eldar gave the a simple curt acknowledgement. Thann Sor-andar only reaction to Or es Kor s request for his spear was to hand the weapon over without any sign of irritation. I placed six fire warriors on escort duty walking beside the eldar. As the team retraced its path back to the mantra, I order the kroot to extend their distance between the force. The way Thann was able to meet us at the shrine without leaving a discernible trail had me fairly concerned about the possibility of encountering more of his people. Or es Kor would often walk aside of the wayseer spending lengths of time conversing with the alien, the short replies Thann gave seemed to upset Or es Kor greatly, quite an achievement considering the stereotypical calm manner of the water caste members. As we marched onward; Or es Kor after repetitively conversing with the eldar, came to me with some insight on the alien. Ever the advocate for the greater good, he concluded that as it s in the Gue la nature to fall back into primitive societies so to must the advance eldar regress, these people here, appeared to lost all drive for progress. Evidence, he concluded, that ancient societies are falling and only by the unity and shared responsibility of the greater good can the galaxy flourish. As night fell we broke camp at our now familiar campsite. The kroot dove deep into the forest on one last patrol, the vehicles landed, and the earth caste finally had an opportunity to scrutinize the wayseer s spear. At first the consensus was the its blade was crafted from the femur of a large animal, but after some examination the spear appears to have been grown into its shaped, not carved as previously believed. Examination would have continued, but a 21

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