An Exodite formation that includes Megadons receives a -2 modifier to any initiative tests it takes if it has more than one blast marker.

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Designers notes. This list is an attempt to capture the essence of Eldar Exodites, as described in the GW background (Mostly taken from W40k 2 nd edition). The intention is to create an army for Eldar fans that isn t comprised of the standard units (Grav Tanks, Aspects, Titans etc.), and offers a completely different way of playing. The army is built around dinosaur type creatures collectively known as Carnosaurs (generally 2 legged carnivores) and Megadons (generally 4 legged herbivores). These creatures act differently to tanks, and are often slower and more susceptible to weapons of all kinds than their metal counterparts. Megadons in particular scare easily and I have represented this in the Megadon special rule. I have tried to balance this out by making them cheaper in some cases than the equivalent Craftworld tanks, and giving them increased CC values to represent their deadly claws, teeth, horns, etc. They have also exchanged the Skimmer ability for Walker. This allows them to move relatively safely through terrain and also allows the smaller creatures to use Wraithgates, which compensates for their slow movement. I have omitted any transport capacity for all Megadons as I feel the Exodites would most likely walk or ride a dragon, especially given their slow movement. This also removes reservations I had over whether Megadons could transport Megadons (or other creatures). I have compensated for a lack of transports by allowing the Exodites to take two Wraithgates if desired, and by giving many units Scout. This allows the Exodite player to start with excellent map control by garrisoning troops around objects (note I have removed the usual Eldar May Not Garrison rule), and this simulates an Exodite force defending a Maiden World. Scout feels like a natural Exodite trait, since they must be beating paths through jungles and trekking across plains regularly. In addition to the Carnosaurs and Megadons, there are a number of mounted and non-mounted troops available. Pteradon Riders and Dragon Riders are core Exodite units in my mind because they were represented by GW s own miniatures. Desert Creature Tamers and Jungle creature tamers add tactical diversity in an otherwise overwhelmingly mounted army. I have tried to keep all unit names ambiguous so that players can use whatever models they choose. Since GW Exodites are rare as hen s teeth, it s unlikely that anyone could field a whole army of them. My idea is to have basic unit types (e.g. small, medium, large, giant Megadons), and let players find proxies they feel fit. This applies to the newly created units too. Don t want your Desert Creature Tamers to be herding giant scorpions? Use something else. (I went with these because they follow the prehistoric theme quite well ) One of the most iconic Exodite Megadons featured in the original GW artwork but was never available as a miniature the Brontosaurus type. I was keen to include this as a Titan type unit, and following the theme of making it more susceptible to weapons than a similar sized titan. Flesh is never going to be as strong as steel, Wraithbone, etc. I reduced the damage capacity, removed Fearless and gave it Megadon. This is balanced out by making it cheaper while retaining a good offensive capability. Knights have been included as they have been associated with Exodites since GW wrote the first background fluff. I have put them in the support section, as I don t want this to become a Knight list. I have taken the stats from the Fir Iolarian Titan Clan List. Harlequins have also been included as they are known to support Exodite worlds. I m all for diversity, and these units are really interesting. I have taken the stats from Moscovian s draft Harlequin list. Craftworld support comes in the form of Nightwing Interceptors, Phoenix Bombers, and spacecraft. To me this feels realistic (think present day Libya air support for the rebels!!) and keeps the focus on the Exodites.

Special Rule: Farsight Eldar Farseers are able to partially unravel the threads of time, allowing them to foresee events that may affect his army, and act to counter them. To represent this, any Eldar formation that includes a Farseer may ignore the -1 Action test penalty when they try to retain the initiative. In addition, once per turn the Eldar player may attempt to retain the initiative twice in a row (i.e. the Eldar player can retain the initiative and take another action after having successfully retained the initiative once already). Any Eldar formation may be chosen, including those that do not include a Farseer, but at least one Farseer must still be in play and on the battlefield. The formation must still pass an initiative test in order to carry out the action, and will suffer the 1 modifier for retaining the initiative unless it includes a Farseer. Once the action has been taken the initiative returns to the opposing player. Special Rule: Hit & Run Tactics The Eldar are a dying race, and any loss is deeply mourned. Because of this they have developed tactics that, when combined with their highly advanced technology allows them to attack the enemy and then quickly retire in order to avoid any return fire. This special ability is reflected by the following special rules, which apply to all formations in an Eldar army. Eldar formations that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, an Eldar formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again. In addition, Eldar formations that win an assault are allowed to move any distance up to their speed value when they consolidate, rather than being limited to a move of 5 cm as would normally be the case. Special Rule: Eldar Technology The Eldar are a technologically sophisticated race that make use of a number of devices that have capabilities far in advance of anything used by the other races in the galaxy. These technological advantages are represented in Epic by the following special rules: Holofields: The largest Exodite Megadons and Carnosaurs are protected by a holofield that is projected from special wing-like structures on the superstructure s carapace. These fracture the image of the unit making it appear as a swirling cloud of coloured motes to the naked eye, while at the same time disrupting any targeting devices attempting to lock onto the unit. The overall result is to make the unit a very hard target to hit! Holofields provide units with a special 3+ saving throw that can be taken instead of the unit s normal saving throw. This save may always be taken, even against hits in an assault or against Titan Killer or Macro-weapons attacks. Make a single saving against weapons with the Titan Killer ability, rather than a separate save for each point of damage. If a unit with a holofield also has reinforced armour, then it is allowed to re-roll its saving throw unless hit by Lance, Macro-weapon or Titan Killer attacks, but the re-roll must be made using the units armour save rather than the holofield save. No Blast markers are placed for hits that are saved by a holofield. Lance weapons: A lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets. A unit with reinforced armour (see Epic: Armageddon 2.1.11) that is hit by a lance weapon is not allowed to re-roll its saving throw. Webway Portals: Webway portals are used by the Eldar to safely travel through the Warp. Each webway portal included in the army allows the Eldar player to pick up to three other formations, and keep them back in the Webway. Any formation s that are kept in the Webway may enter play via the Webway Portal, by taking an action that allows them to make a move, and then measuring their first move from the position that a webway portal occupies on the tabletop. Note that the formation may appear through any portal, not just the one that was used to allow the formation to be kept off-board. No more than one formation may travel through each webway portal each turn. In the GT scenario reserve formations with multiple deployment options must be designated as to deployment method during setup webway, air transport or teleport. Special Rule: Megadon The Exodites rely heavily on Carnosaurs and Megadons to assault the enemy and bring powerful weapons to the battlefield. Although Carnosaurs (small and mighty) are natural predators, Megadons are not. They can be coerced into battle, but the noise of explosions, weapons firing and shells landing is highly unsettling for them. Even though they are ridden by brave warriors for whom aggressive defence is a way of life, a rider may find himself unable to persuade the Megadon to carry out his planned manoeuvres. This characteristic is reflected in the following special rule. An Exodite formation that includes Megadons receives a -2 modifier to any initiative tests it takes if it has more than one blast marker. Special Rule: World Spirit The Exodites fight fiercely to protect their worlds for without them, they have nothing. Their way of life allows them to forge a special bond with world around them. They are in tune with their surroundings and they are masters of stealth and camouflage. They tread with light feet and leave no trace of their movement. This characteristic is reflected in the following special rule. All Exodite formations comprised of Infantry, Light Vehicles and Armoured Vehicles located in woods or jungles receive a -2 to hit modifier. Normal cover saves apply.

EXODITE MAIDEN WORLD ARMY LIST Exodite armies have a strategy rating of 4. Massive Creatures and Harlequins have an initiative rating of 1+. All other Exodite formations have an initiative rating of 2+. EXODITE MAIDEN WORLD INDIVIDUALS TYPE FORMATION NOTES COST 0-2 Wraithgates 0-1 Exodite Lord The Eldar player may choose to replace up to two of the Objective markers in his half of the table with Wraithgates at a cost of 50 points each. You may add an Exodite Lord Character to any Dragon Rider stand for +100 points. The Wraithgate functions both as a Webway portal and as an objective for rules purposes. It may not be attacked or destroyed. Important Note: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units that have the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play. If an Exodite Lord is taken then he counts as one of the Exodite Nobles in the Dragon Rider formation (see the entry for the Dragon Rider Warhosts below). 50 100 EXODITE MAIDEN WORLD HOSTS TYPE FORMATION EXTRAS COST Dragon Rider Warhost Creature Tamer Warhost Exodite Warrior Warhost Eight dragon rider units chosen from the following list: Dragon Riders, Pteradon Riders. Eight creature tamer units chosen from the following list: Desert Tamers, Jungle Tamers. An Exodite Warrior Warhost consists of one Farseer unit and seven Warrior units. The formation may include up to 2 Exodite Noble character upgrades for +25 points each. The formation may include up to 2 Exodite Noble character upgrades for +25 points each. Up to three Guardians may be replaced with Megadon Mounted Heavy Weapons at no additional cost in points. In addition the formation may include 3 Megadon Mounted Heavy Weapons for +50 points. 300 300 150 EXODITE MAIDEN WORLD TROUPES FORMATION NOTES COST The army may include up to three troupes choses from the following list for each Dragon Rider, Creature Tamer, or Warrior Warhost in the army. Ranger Troupe: From four to eight Eldar Rangers for +25 points each. War Walker Troupe: Six Eldar War Walkers for 200 points. Raptor Rider Troupe: Six Raptor Riders for 200 points. Any number of Raptors can be replaced with Wraithskulls at no additional cost. Megadons Troupe: Five Megadons for 200 points. Up to two Megadons may be replaced with Skywatcher Megadons at no additional cost. Megadon Guard Troupe: Three Exodite Heavy Weapon Megadons for 200 points. Sacred Megadon Troupe: Up to three Maiden Sword or Maiden Spirit Megadons (or any combination of these) for 200 points each. Varies CRAFTWOLD SUPPORT, ALLIES & MASSIVE CREATURES FORMATION NOTES COST Up to a third of the armies points may be spent on units chosen from the following list. 0-1 Eldar spacecraft: One Wraithship for 150 points, or one Dragonship for 300 points. Giant Megadon: One Giant Megadon for 600 points. Giant Carnosaur: One Giant Carnosaur for 350 points. Nightwings: Three Nightwing Interceptors for 300 points. Phoenix Bombers: Three Phoenix Bombers for 400 points. Harlequin Troupe: From four to eight Harlequin units for 50 points each. Eldar Knights: Three Fire Gales or Towering Destroyers in any combination for 300 points. Any number of units may be exchanged for Bright Stallions for +25 points each. Varies

EXODITE LORD EXODITE LORD Character n/a n/a n/a n/a Mount s claws, teeth, etc. Exodite Sacred Weapon Assault Weapons Macro-Weapon, Extra Attack (+1) Extra Attack (+1) Notes: Inspiring, Reinforced armour, Invulnerable Save, Supreme Commander. An Exodite Lord can be represented by any unit that includes an Exodite Noble model. EXODITE NOBLE EXODITE NOBLE Character n/a n/a n/a n/a Exodite Noble Close Combat Weapon OR Exodite Noble Ranged Weapon Assault Weapons Extra Attack (+1) Extra Attack (+1) Notes: All Exodite Nobles are Inspiring. FARSEER FARSEER Infantry 15cm 4+ 4+ 5+ Shuriken Pistols Witch Blades Notes: Commander, Invulnerable Save, Farsight. Assault Weapons Macro-Weapon, Extra Attacks (+1)

EXODITE WARRIORS EXODITE WARRIORS Infantry 15cm none 6+ 4+ Shuriken Catapults - Notes: Scouts. MEGAON MOUNTED HEAVY WEAPONS MEGADON MOUNTED SCATTER LASER Infantry 15cm none 6+ 5+ Scatter Laser AP5+/AT5+ - Notes: Megadon. MEGADON MOUNTED D-CANNON Infantry 15cm None 6+ 6+ D-Cannon MW5+ Notes: Megadon. RAPTOR RIDERS RAPTOR RIDERS Infantry 5+ 4+ 5+ Shuriken Catapults - Notes: Scouts, Mounted, Walker.

WRAITHSKULL WRAITHSKULL Light Vehicle 4+ 5+ 4+ Scatter Laser AP5+/AT5+ - Notes: Scout, Mounted, Walker. RANGERS RANGERS Infantry 15cm 5+ 6+ 5+ Shuriken Pistols Long Rifles Notes: Scouts, Snipers. AP5+ WAR WALKER - - WAR WALKER Light Vehicle 20cm 6+ 5+ 5+ Scatter Laser Bright Lance Notes: Walker, Scout, Reinforced Armour. AP5+/AT5+ AT5+ - Lance

DRAGON RIDERS DRAGON RIDERS Infantry 4+ 3+ 6+ Power Lances Assault Weapons Lance Notes: Mounted, Walker. PTERADON RIDERS PTERADON RIDERS Infantry 35cm 5+ 5+ 4+ Lasblasters - Notes: Scouts, Skimmers, Teleport. The teleport ability represents the Pteradon Riders ability to swoop onto the battlefield from the sky. DESERT CREATURE TAMERS DESERT CREATURE TAMERS Infantry 15cm 4+ 4+ 5+ Shuriken Pistols Claws, Teeth, etc. Notes: Infiltrators. Assault Weapons JUNGLE CREATURE TAMERS - Extra Attacks (+1) JUNGLE CREATURE TAMERS Infantry 15cm 5+ 3+ 5+ Shuriken Pistols Claws, Teeth, etc. Notes: Assault Weapons First Strike

MEGADON MEGADON Armoured Vehicle 20cm 5+ 4+ 4+ Pulse Laser Scatter Laser Notes: Walker, Megadon. 45cm AT4+ AP5+/AT5+ HEAVY WEAPON MEGADON Pulse - HEAVY WEAPON MEGADON Armoured Vehicle 20cm 5+ 4+ 5+ Crystal Cannon 75cm AP4+/AT4+/AA5+ Lance Notes: Walker, Megadon. SKYWATCHER MEGADON SKYWATCHER MEGADON Armoured Vehicle 20cm 5+ 4+ 4+ Skywatcher Battery 45cm AP5+/AT5+/AA4+ Pulse Notes: Walker, Megadon.

MAIDEN SWORD MEGADON MAIDEN SWORD MEGADON War Engine 20cm 5+ 4+ 5+ Maiden Sword Pulsar 60cm MW2+ Pulse Critical Hit Effect: The Megadon roars in pain as one of its vital organs is pierced. It tramples 2D6cm in a random direction before its legs give out and it dies. Any units in the path of the Megadon suffer a hit that counts as having been inflicted by a macro-weapon. Notes: Walker, Megadon, Damage Capacity 3, Reinforced Armour. MAIDEN SPIRIT MEGADON MAIDEN SPIRIT MEGADON War Engine 20cm 5+ 4+ 5+ Warpstorm D-Cannon 3BP Ignore Cover, Titan Killer (D3+1), FxFArc Critical Hit Effect: The Megadon roars in pain as one of its vital organs is pierced. It tramples 2D6cm in a random direction before its legs give out and it dies. Any units in the path of the Megadon suffer a hit that counts as having been inflicted by a macro-weapon. Notes: Walker, Megadon, Damage Capacity 3, Reinforced Armour. NIGHTWING INTERCEPTOR NIGHTWING INTERCEPTOR Aircraft Fighter 4+ n/a n/a Twin Shuriken Cannons Bright Lances Notes: AP4+/AA5+ AT4+/AA5+ Fixed Forward Arc Lance, Fixed Forward Arc

PHOENIX BOMBER PHOENIX BOMBER Aircraft Fighter Bomber 5+ n/a n/a Twin Shuriken Cannons Phoenix Pulse Laser Night Spinners Notes: Reinforced Armour. 45cm 15cm AP4+/AA5+ AT4+ 1BP GIANT CARNOSAUR Fixed Forward Arc Pulse, Fixed Forward Arc Disrupt, Fixed Forward Arc GIANT CARNOSAUR War Engine 25cm 5+ 3+ 4+ 2x Pulse Lasers 45cm MW3+ Pulse Claws, Teeth, etc. Assault Weapons Macro-Weapon, Extra Attacks (+2) Critical Hit Effect: The Holofield projector mounted in the Carnosaur s wing is badly damaged and will no longer work. The Carnosaur loses its holofield save for the rest of the battle. Any further critical hits will destroy the Carnosaur. Notes: Holofield, Damage capacity3, Walker, Fearless. The Carnosaur s weapons may fire all round due to exceptional mobility. GIANT MEGADON GIANT MEGADON War Engine 20cm 5+ 3+ 3+ 2x Missile Launcher 2x Pulsar Snipers Exodite Warriors 45cm 75cm AP4+/AT5+/AA5+ MW3+ AP5+ - Titan Killer (1), Pulse Sniper Extra Attacks (+2) Critical Hit Effect: The Holofield projector mounted in the Megadon s wing is badly damaged and will no longer work. The Megadon loses its Holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. Notes: Holofield, Damage capacity 5, Walker, Reinforced Armour, Megadon. The Megadon s weapons may fire all round due to exceptional mobility.

HARLEQUINS HARLEQUINS Infantry 15cm 5+ 3+ 5+ Riverblades Shrieker Cannon Notes: Reinforced Armour, Infiltrate, Teleport. Assault Weapons ELDAR WRAITHSHIP Extra Attacks (+1), First Strike ELDAR WRAITHSHIP Spacecraft n/a n/a n/a n/a Orbital Bombardment OR Pin-Point Attack n/a n/a 4BP MW2+ Macro-Weapon Titan Killer (D3) Notes: You must decide which weapon system the Wraithship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapons system to be used alongside the turn of arrival. ELDAR DRAGONSHIP ELDAR DRAGONSHIP Spacecraft n/a n/a n/a n/a Orbital Bombardment OR 2x Pin-Point Attack n/a n/a 8BP MW2+ Macro-Weapon Titan Killer (D3) Notes: You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapons system to be used alongside the turn of arrival.

BRIGHT STALLION BRIGHT STALLION War Engine 5+ 4+ 5+ Stallion Lasers 45cm 2xMW4+ () (Assault Weapons) Macro-Weapon Extra Attacks (+1) Extra Attacks (+1) Hooves Critical Hit Effect: The Bright Stallion staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit. Notes: Damage Capacity 2, Reinforced Armour, Walker. FIRE GALE FIRE GALE War Engine 25cm 5+ 5+ 4+ Fire Lance MW4+ Titan Killer (3-1 per 15cm from target) Critical Hit Effect: The Fire Gale staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit. Notes: Damage Capacity 2, Reinforced Armour, Walker. TOWERING DESTROYER TOWERING DESTROYER War Engine 20cm 5+ 4+ 5+ Destroyer Cannon Destroyer Laser 45cm (Base Contact 2xAP4+ 2xAT4+ (Assault Weapons) Macro-Weapon Extra Attacks (+1) Extra Attacks (+2) Destroyer Sabres Critical Hit Effect: The Towering Destroyer staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit. Notes: Damage Capacity 2, Reinforced Armour, Walker.