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Codex : Incognitus Model Availability

This Opus does not follow an existing Codex. Therefore, all You must adhere to the following model requirements when
rules, including weapon profiles, are outlined in the Opus. building your Warband:
Point values given for models do not include weapons &
wargear; like with any Codex, refer to the armoury at the end
• 1 Team Leader model O
of the book for the price of weapons and wargear. • 1-25 Core models 
• 0-5 Special models
Faction Keywords 
All models in this list have the Aeldari and Exodite
keyword and <Worldclan> keyword. The <Worldclan>
keyword functions in the same way as all keywords that are
highlighted in brackets.

Planetary Communion
If all models in your Warband have the Exodite keyword, you can add a single Exodite Bond-Growth to your Warband. After both
players have finished deploying, place the Exodite Bond-Growth anywhere on the battlefield that is more than 9" from enemy
models and more than 1" from other terrain (a Barbed Venomgorse, or a couple of trees from a Citadel Woods, are perfect to
represent this). The Exodite Bond-Growth is Area Terrain with a 7" diameter circular footprint, the special rules of which are
described below.

Abilities
The following abilities are common to several Exodite units :

Worldwise
The Difficult Ground terrain trait does not apply to this model. It moves through terrain with the Difficult Ground trait as if it did
not have that trait.

Last Defenders
Models with this ability can shoot and charge, even if they fell back in the same turn. In addition, add 1 to all hit rolls made for
a model with this ability so long as at least half of the starting models in your Warband are within engagement range of enemy
units and/or have been removed as casualties.

Spirit Kin
Models with this special rule have a 5+ invulnerable save.

Exodites v. 10.0
EXODITE BOND-GROWTH 10
Abilities •
Terrain Category: Area Terrain.

Terrain Trait: The Exodite Bond-Growth has two sets of terrain traits: use the
first set when determining friendly Exodite models' interaction with it, and the
2 second set when determining other models' interaction with it.
-- Friendly Exodite models: Dense Cover, Light Cover, Breachable, Defensible,
World's Favor, Inspiring (Exodite)
-- Other models: Breachable, Difficult Ground

World's Favor: Friendly Exodite models can see through the Bond-Growth as if it
was not there.

Deadly Flora: After you place the Exodite Bond-Growth, roll a die. It gains the
terrain trait corresponding to your roll, until the end of the battle.
1: Writhing Wines: Subtract 1 from hit rolls made for enemy models in the

Fight phase at least partly inside the Bond-Growth.


2: Psyactive: Whilst a friendly Exodite Psyker model is wholly within the

Bond-Growth, you can re-roll failed psychic tests made for that model.
3: Entangling: If an enemy model Advances or makes a charge move, the

Bond-Growth's Difficult Terrain trait subtracts 5" from the maximum distance
that model can move, instead of 2". This penalty does not apply if the model
can Fly.
4: Mindslaver: Each time your opponent makes an unmodified hit roll of 1

for an enemy model that is at least partly within the Exodite-Bond-Growth,


that attack scores a hit against the model making the attack.
5: Ambulatory: During your Movement phase, you can move the Bond-

Growth as if it was a model with a Move characteristic of 6". It cannot


Advance. It can move through other terrain, but cannot end its move on top of
another piece of terrain. It can move through other models and end its move
on top of other models, and if it does so, those models are placed inside the
Bond-Growth after it finishes making its move.
6: Wildgrowth: Pick any result on this table.

Keywords Scenery, <Worldclan>, Exodite Bond-Growth

WARGEAR LIST
Some of the Exodite units you will find in this opus reference the following wargear lists. Where this is the
case, the unit can take any item from the lists below.

GUARDIAN GEAR DRAKEBACK WEAPONS


• Shuriken Catapult • Haywire Cannon
• Splinter Rifle • Scatter Laser
• Aeldari Blade and Shuriken Pistol • Shuriken Cannon
• Chainsword and Shuriken Pistol • Splinter Cannon
• Aeldari Blade and Splinter Pistol
• Chainsword and Splinter Pistol

Exodites v. 10.0
WORLD SPIRIT DISCIPLINE
Before the battle, generate the Psychic Powers for Psyker models that can use powers from the World
Spirit Discipline using the table below. You can either roll a D6 to generate their powers randomly, or you
can select the Psychic Powers you wish the Psyker to have.
Note that these Psychic Powers are worded using the general rules for all Psychic Powers, and therefore
are further affected by the Heralds of Ruins rules regarding Psychic Powers.

WORLD SPIRIT DISCIPLINE


D6 Psychic Power

Beckon Life has a warp charge value of 7. Pick an enemy unit within 24" of
the Psyker. Until your next Psychic phase, that unit cannot Advance and your
1: Beckon Life
opponent must halve the result of the dice when making charge moves with
that unit.
Planetsight has a warp charge value of 6. If manifested, pick a friendly unit
2: Planetsight within 12” of the psyker. Add 12" to the range of all of that unit's Ranged
weapons, except Grenade weapons, until your next Psychic phase.
Dark of Night has a warp charge value of 7. If manifested, pick an enemy unit
within 18” of the caster. Until your next psychic phase, your opponent must
3: Dark of Night
subtract 1 from hit rolls made for that unit and it cannot target units that are
more than 12” away from it with shooting attacks.
Predator has a warp charge value of 7. If manifested, pick an enemy unit within
18” of the psyker. Until your next psychic phase, friendly models can attempt
4: Predator to charge that unit even if they advanced in the previous Movement phase,
and you can re-roll failed wound rolls for attacks that target that unit if the
attacking model charged in the same turn.
Rythm of Nature has a warp charge value of 6. If manifested, pick one of your
Exodite Bond-Growths. You can move it up to 12”, using the provisions from
the Ambulatory trait. If the result of the psychic test was 11 or more, you can
5: Rythm of Nature instead place a new Exodite Bond-Growth on the battlefield wholly within 12”
of the psyker and more than 1” from other models and terrain. Do not pay
reinforcement points for it and, if playing during a campaign, it is removed
from your warband after the battle.
Hurricane has a warp charge value of 6. If manifested, the closest enemy unit
within 24” of the Psyker suffers a mortal wound. Your opponent must then
6: Hurricane
move that unit 6", as if it was making a Normal Move. Each model in that unit
must end this move as far as possible from the Psyker.

Exodites v. 10.0
WORLDCLAN
All models in an Exodite Warband gain a Worldclan, so long as every model in your Warband is from the
same Worldclan. The Worldclan gained depends upon the Worldclan they are from, as shown in the table
below.
4 If your Exodites are not from any of the listed Worldclans, or if they do not otherwise have an associated
trait use the trait which you think will fit your Warband the most.

QUILAN: MYRANDIAS:
FLICKERING SPIRIT JADE WARRIORS
Roll a die each time a model with this trait suffers a Each time a model with this trait is destroyed within
wound or mortal wound. On a 6, that wound or mortal engagement range of an enemy model, roll a die. On
wound is negated. a 3+, do not immediately remove it as a casualty. Ater
the enemy model has finished making all its attacks,
this model can attack as if it were the Fight phase. After
that, remove it from the battlefield as normal. i

TIRATHAIN: DURO:
BIO-BOOST GALADHAR'S GREY CHILDREN
Add 2" to the Movement characteristic of models with You can re-roll Advance rolls for models with this trait.
this trait. In addition, add 2 to the result when rolling In addition, model with this trait can move 2" as if
the Advance or charge distance of models with this makin a Normal Move after shooting with all of their
trait if they begin the Advance or charge move wholly weapons in the Shooting phase.
within a friendly Exodite Bond-Growth.

KLITHAINE: TELETHAI:
BLOOD PURGE ENDURING SOUL
Add 1 to the Strength and Attacks characteristics of Roll a die each time a model with this trait is removed
models with this trait in any turn in which they charged as a casualty. You gain a CP on a roll of a 6 if it was a
or were charged. Core model, on a roll of a 5+ if it was a Special model,
and on a roll of a 4+ if it was your Leader. There is no
limit to the amount of CP you can gain each turn with
this trait.
EPHRAELEON: THE THREE SISTERS:
THE PATH FORSAKEN BANE OF THE GODS
Re-roll failed hit rolls, wound rolls, and armour saving Enemy models must re-roll succesful saving throws of 6
throws of 1 made for models with this trait so long as against attacks made by models with this trait.
they are within 6" of your Leader.

Exodites v. 10.0
PHILOSOPHIES
Exodite Warbands have access to exclusive Philosophies, as described below, in addition to the ones found
in the Heralds of Ruin rulebook. You can pick one of these philosophies for your Warband instead of the
ones presented in the main rules (remember that your Warband can only have one Philosophy).

PHILOSOPHIES 5
+1 CP at the end of any turn in which there are no enemy model in your
Grove Protectors
deployment zone. This philosophy has no effect during the first battle round.
+3 CP. You cannot make an attack with a ranged weapon until an enemy model
Stalkers
has been destroyed.
+3 CP You cannot declare a Charge move until an enemy model has made a
Strike Not First
succesful Charge move.
+1 CP each time an enemy model that is within 3" of a friendly Exodite Bond-
Feed the Planet Growth is destroyed. If that enemy model was wholly within the Bond-Growth,
+2 CP instead.
Crush Underclaw +1 CP for every three succesful charge moves you complete in the same turn.
STRATAGEMS
Exodite Warbands have access to exclusive Stratagems, as described below, in addition to the ones found
in the Herald of Ruin rulebook.

STRATAGEMS
6
Use this stratagem when a friendly model attacks with a ranged weapon
Planet's Aid 1 CP in the Shooting phase. Each target of the attack loses the benefits of cover
until the end of the Shooting phase.
Use this stratagem at the beginning of the Fight phase. Pick a friendly
<Worldclan> model. Your opponent must substract 1 from hit rolls made
Psy-Suppressant 1 CP
for models with the Beast, Cavalry and Monster keyword that are within
6" of that model until the end of the phase.
Use this stratagem when a friendly model attacks with a ranged weapon,
Strafe 1 CP except a Grenade weapon. You can pick secondary targets within 12" of the
primary target, rather than 6".
Use this stratagem when a friendly model is targeted for a shooting attack
by an enemy model it receives the benefit of cover against. Until the end of
Kurnoth's Guile 1 CP
that phase, your opponent must substract 1 from hit rolls that target that
models so long as it would receive the benefits of cover against that attack.
Use this stratagem when a friendly model with the Dragon Rider keyword
Knight's Charge 1 CP makes a charge move. Roll three dice and discard the lowest when
determining the charge distance.
Use this stratagem at the beginning of the Fight phase. Until the end of
that phase, add 1 to the hit rolls for friendly models with the Dragon
Rider keyword when attacking enemy model with the Character keyword,
Joust 1 CP
and your opponent add 1 to the hit rolls for for enemy models with the
Character keyword when attacking friendly models with the Dragon Rider
keyword.
Use this stratagem before attacking with a mount's Maw and Claws. You can
Dragon's Rage 1 CP
re-roll all failed hit and wound rolls for that attack.
Use this stratagem when you fail the roll to see models will flee from your
Raise the Banner Warband in the Morale phase, if a friendly model with a Clanic Banner is on
1 CP
High! the battlefield. You can re-roll rolls of 1 when rolling to see if models flee
from your warband, until the end of the phase.
use this stratagem when a friendly Infantry model without the
Worldghosts keyword is destroyed. Place a Maenad model in its place. It
Transmigration
2 CP can act normally this turn. You do not need to pay reinforcement points for
of the Spirit
that model and, if playing during a campaign, it is removed from your kill
team after the battle.
Use this action at the end of your Movement phase. Place a friendly model
with the Worldghosts keyword that was previously slain in the battle
anywhere that is within 1” of a battlefield edge or wholly within a friendly
Overgrowth * CP
Exodite Bond-Growth and more than 9” from enemy models. This action
costs 1 TC to resurrect a Maenad, 3 CP to resurrect a Giaean or a Ghostkin,
and 5 CP to resurrect a Revenant or a Worldwraith.

Exodites v. 10.0
WORLDCLAN-SPECIFIC STRATAGEMS
Exodite warbands that are from a specific Worldclan have access to exclusive Stratagems, as described
below, in addition to the ones found in the Heralds of Ruin rulebook.

TACTICAL ACTIONS
7
Quilan only. Use this stratagem after a friendly model with the Quilan
Exodite keyword has finished making all of its attacks in the Fight phase.
Disappear in
1 CP That model can immediately fall back as if it were the Movement phase. If
Shadows
this causes an enemy model to be outside of engagement range of friendly
models, that model cannot pile in in that phase.
Myrandias only. Use this stratagem at the start of the enemy charge phase.
Pick up to D3 enemy models that are within 12" of friendly Myrandias
Exodite models. These models must immediately attempt to charge the
Taunt 2 CP
closest Myrandia Exodite model if able and complete the charge if it is
succesful, and can attempt this charge even if they advanced in the previous
Movement phase.
Tirathain only. Use this stratagem at the start of the Fight phase. Until
Symbiotic the end of that phase, each time you make a hit roll of a 6+ for a friendly
1 CP
Strength Tirathain Exodite model within 12" of your Leader, that attack inflicts 2 hits
instead of one.
Duro only. Use this stratagem after a friendly Duro Exodite has finished
Double Down 2 CP making all its attacks in the Shooting phase. That model can immediately
shoot again.
Klithain only. Use this stratagem at the end of your Movement phase. Each
friendly wounded Klithaine Exodite model on the battlefield regains one
wound previously lost in the battle. If there are no wounded Klithaine
New Sun's Dawn 2 CP
Exodite models on the battlefield, you can instead set up a previously
destroyed Klithaine Exodite model with a Wounds characteristic of 1
anywhere on the battlefield that is more than 1" from enemy models.
Telethai only. Use this stratagem when an opponent uses a stratagem while
there is a friendly Telethai Exodite model on the battlefield. Roll a die:
on a 1, nothing happens. On a 2-5, your opponent's stratagem is negated
Quash Plans 4 CP and they cannot use the same tactical action for the remainder of the turn,
but your opponent regains the CP spent to use the stratagem. On a 6, your
opponent's stratagem is negated and they cannot use the same stratagem
for the remainder of the turn.
Ephraeleon only. Use this stratagem when your Leader is destroyed and
Hope removed from the battlefield. Until the start of your next turn, you can re-roll
1 CP
Relinquished failed hit rolls, wound rolls, and armour saving throws of 1 for all models in
your Warband.
The Three Sisters only. Use this stratagem at the beginning of the Fight phase
while there is a friendly The Three Sisters Exodite model on the battlefield.
Annhihilation
2 CP Pick up to three enemy Core model with the Daemon keyword, or one
Ritual
enemy Leader or Special model with the Daemon keyword. The chosen
models cannot make invulnerable saving throws until the end of the phase.
INSPIRING PRESENCE
When you pick the effect of your Inspiring Presence aura, Exodite leaders have access to the following
choice in addition to the ones presented in the Heralds of Ruin rulebook.

INSPIRING PRESENCE
8 At the end of your Movement phase, pick an inspired model and a friendly
Communion Exodite Bond-Growth. That model is always treated as being wholly within that
Exodite Bond-Growth until the start of the next Battle Round.

SECONDARY MISSIONS
Exodite Warbands have access to exclusive Secondary Missions, as described below, in addition to the ones
found in the Heralds of Ruin rulebook. You can pick these secondary missions for your Warband instead of
the ones presented in the main rules.

SECONDARY MISSIONS
All that We Have At the end of each of your turn, score 2 VP if you have 0 CP left.
Score 1 VP at the end of each turn if an enemy model has been destroyed in the
Honour of the
Fight phase of that turn. Score 2 VP instead if both friendly and enemy models
Ancient Ones
have been destroyed in the Fight phase of that turn.
Score 1 VP each time a friendly non-Beast, non-Swarm model completes the
Bonding action: A unit can start this action when it begins its movement phase
wholly within a friendly Exodite Bond-Growth and outside of engagement range
Planetbound
of enemy models. The action is completed at the end of your next Command
phase if the model is wholly within that same Exodite Bond-Growth. this action
cannot be started during your first turn.

Exodites v. 10.0
O DEMILORD 35
NAME M WS BS S T W A Ld Sv
Demilord 12" 3+ 3+ 3 4 4 3 8 4+
Equipment •
Laser Lance 9

Maw and Claws
Abilities •
Worldwise, Last Defenders

Maw and Claws: After this model makes its close combat attacks, you can attack
with its mount. Make 2 additional attacks using the Maw and Claws weapon
profile and no more attacks can be made using that profile.

Dracscale Shield: Re-roll failed armour saving throws of 1 made for this model.

Dauntless Charge: You can re-rolled failed hit rolls made for a Demilord (but not
its mount) if it charged in the same turn.
Wargear Options •
May replace its Laser Lance with a Haywire Lance, a Star Lance or a Paragon
Sabre.

May take a Psysruptor Grenade Launcher.

May take items from the Exodite Armoury.
Keywords Cavalry, Dragon Riders, Character, Drac Knights

O GIAEAN 15
NAME M WS BS S T W A Ld Sv
Giaean 8" 3+ 5+ 3 4 3 3 8 6+
Equipment Maenad Talons

Abilities Worldwise, Spirit Kin


Enthralling Chant: While there are 15 or more friendly models with the Maenad

keyword on the battlefield, your opponent must substract 1 from hit rolls made
for melee attacks that target a friendly model with the Maenad keyword.
Psyker A Giaean can attempt to manifest one psychic power in each friendly Psychic

phase, and attempt to deny one power in each enemy Psychic phase. They know
the Smite power and one power from the World Spirit discipline.
Wargear Options May take a Ghostscythe.

May take Maenad only and Giaean Only items from the Exodite Armoury, but

may not take any other armoury items.


Keywords Infantry, Worldghosts, Psyker, Character, Maenads
O SKYMASTER 45
NAME M WS BS S T W A Ld Sv
Skymaster 14" 3+ 3+ 3 4 5 4 8 4+
10 Equipment Laser Lance

Maw and Claws


Abilities Worldwise, Last Defenders


Maw and Claws: After this model makes its close combat attacks, you can attack

with its mount. Make 3 additional attacks using the Maw and Claws weapon
profile and no more attacks can be made using that profile.
Dracscale Shield: Re-roll failed armour saving throws of 1 made for this model.

Master of the Air: Re-roll failed wound rolls made for a Skymaster when

targeting enemy models with the Fly keyword.


Wargear Options May replace its Laser Lance with a Haywire Lance, a Star Lance or a Paragon

Sabre.
May take a Psysruptor Grenade Launcher.

May take a Plasma Bomb.


May take items from the Exodite Armoury.


Keywords Cavalry, Fly, Dragon Riders, Character, Skychaser Knights

O PRINCELING 25
NAME M WS BS S T W A Ld Sv
Princeling 7" 3+ 3+ 3 4 3 4 8 5+
Equipment Clanth

Abilities Worldwise, Last Defenders


Cameleoline Cloak: Your opponent must substract 1 from hit rolls for ranged

weapons that target this model. In addition, add 2 instead of 1 to armour saving
throws made for this model if it is in cover.
Blood of the Ancient Ones: This model can advance and charge in the same

turn.
Wargear Options May replace its Clanth with Vaul Axes.

May take a Psysruptor Grenade Launcher.


May take items from the Exodite Armoury.


Keywords Infantry, Character, Royal Ken

Exodites v. 10.0
O CRONE'S APPRENTICE 35
NAME M WS BS S T W A Ld Sv
C. Apprentice 7" 3+ 3+ 3 3 3 1 8 7+
Equipment •
Cronestaff 11
Abilities •
Worldwise, Last Defenders

Eye of Morai: Add 6" to the range of this model's psychic power.

Crone Robe: This model has a 3+ invulnerable save.
Psyker •
A Crone's Apprentice can attempt to manifest one psychic power in each
friendly Psychic phase, and attempt to deny one power in each enemy Psychic
phase. They know the Smite power and one power from the World Spirit
discipline.
Wargear Options •
May replace it Cronestaff with a Soulblade.

May take items from the Exodite Armoury.
Keywords Infantry, Psyker, Character, Crone's Apprentice

O CRONE'S APPRENTICE 45

On Drac-Lizard
NAME M WS BS S T W A Ld Sv
C. Apprentice 12" 3+ 3+ 3 4 4 1 8 6+
Equipment •
Cronestaff
Abilities •
Worldwise, Last Defenders

Eye of Morai: Add 6" to the range of this model's psychic power.

Crone Robe: This model has a 3+ invulnerable save.

Maw and Claws: After this model makes its close combat attacks, you can attack
with its mount. Make 2 additional attacks using the Maw and Claws weapon
profile and no more attacks can be made using that profile.
Psyker •
A Crone's Apprentice can attempt to manifest one psychic power in each
friendly Psychic phase, and attempt to deny one power in each enemy Psychic
phase. They know the Smite power and one power from the World Spirit
discipline.
Wargear Options •
May replace it Cronestaff with a Soulblade.

May take items from the Exodite Armoury.
Keywords Cavalry, Dragon Riders, Psyker, Character, Crone's Apprentice
O WORLDSINGER 30
NAME M WS BS S T W A Ld Sv
Worldsinger 7" 3+ 3+ 3 3 3 1 8 6+
12 Equipment Shuriken Pistol

Explosive Growth

Abilities Worldwise, Last Defenders


One with the World: Add 1 to the result of psychic tests made for this model

while it is wholly within a friendly Exodite Bond-Growth.


Worldsong: Re-roll failed hit rolls of 1 for friendly <Worldclan> Worldghosts

models that are within 6" of this model.


Maidenboon: This model has a 4+ invulnerable save.

Psyker A Worldsinger can attempt to manifest one psychic power in each friendly

Psychic phase, and attempt to deny one power in each enemy Psychic phase.
They know the Smite power and one power from the World Spirit discipline.
Wargear Options May replace its Shuriken Pistol with a Chainsword, Aeldari Blade or.

May take items from the Exodite Armoury.


Keywords Infantry, Psyker, Character, Worldsinger

O WORLDSINGER 40

On Drac-Lizard
NAME M WS BS S T W A Ld Sv
Worldsinger 12" 3+ 3+ 3 4 4 1 8 5+
Equipment Shuriken Pistol

Explosive Growth

Abilities Worldwise, Last Defenders


One with the World: Add 1 to the result of psychic tests made for this model

while it is wholly within a friendly Exodite Bond-Growth.


Worldsong: Re-roll failed hit rolls of 1 for friendly <Worldclan> Worldghosts

models that are within 6" of this model.


Maidenboon: This model has a 4+ invulnerable save.

Maw and Claws: After this model makes its close combat attacks, you can attack

with its mount. Make 2 additional attacks using the Maw and Claws weapon
profile and no more attacks can be made using that profile.
Psyker A Worldsinger can attempt to manifest one psychic power in each friendly

Psychic phase, and attempt to deny one power in each enemy Psychic phase.
They know the Smite power and one power from the World Spirit discipline.
Wargear Options May replace its Shuriken Pistol with a Chainsword, Aeldari Blade or Power

Sword.
May take items from the Exodite Armoury.

Keywords Cavalry, Dragon Riders, Psyker, Character, Worldsinger

Exodites v. 10.0
O PATHFINDER 25
NAME M WS BS S T W A Ld Sv
Pathfinder 7" 3+ 2+ 3 3 3 1 7 5+
Equipment •
Shuriken Pistol 13

Ranger Long Rifle
Abilities •
Worldwise, Last Defenders

Cameleoline Cloak: Your opponent must substract 1 from hit rolls for ranged
weapons that target this model. In addition, add 2 instead of 1 to armour saving
throws made for this model if it is in cover.

Path of the Outcast: If this model is within 1” of an Obstacle or a Building and
outside of engagement range of enemy models, after it makes all of its attacks
in the Shooting phase, you can move it so that it is still within 1” of that piece of
terrain and no closer from enemy models than it started.
Wargear Options •
May replace its Shuriken Pistol with a Chainsword, Aeldari Blade or Power
Sword.

May take a Psysruptor Grenade Launcher.

May take items from the Exodite Armoury.
Keywords Infantry, Character, Exodite Rangers

O ETERNAL WARDEN 35
NAME M WS BS S T W A Ld Sv
Eternal Warden 7" 3+ 3+ 3 3 3 3 8 4+
Equipment •
Warding Spear

Evershield
Abilities •
Worldwise, Last Defenders

Cameleoline Cloak: Your opponent must substract 1 from hit rolls for ranged
weapons that target this model. In addition, add 2 instead of 1 to armour saving
throws made for this model if it is in cover.

Evershield Power Field: This model has a 3+ invulnerable save. In addition, each
time this model suffers a wound or mortal wound, roll a die. On a 5+, that wound
or mortal wound is ignored.
Wargear Options •
May replace its Warding Spear with a Power Sword or a Paragon Sabre.

May take a Psysruptor Grenade Launcher.

May take items from the Exodite Armoury.
Keywords Infantry, Character, Eternal Guards
O REVENANT 35
NAME M WS BS S T W A Ld Sv
Revenant 8" 3+ 3+ 4 3 3 4 9 7+
14 Equipment Spirit Blade

Abilities Worldwise

Intangible: This model has a 3+ invulnerable save.


Phantom Strike: During the Movement phase, this model can move across

models as if they were not there, and can move horizontally through terrain
features as if they were not there (note that any vertical distance moved is still
counted against the distance this model has moved). During the Charge phase,
this model can move across models (other than Buildings) as if they were not
there. This model can charge even if it fell back or advanced in the same turn.
Wargear Options May replace its Spirit Blade with Spirit Claws or a Spirit Glaive.

May take Revenant Only items from the Exodite Armoury, but may not take any

other armoury items.


Keywords Infantry, Worldghosts, Character, Ghostkin

Exodites v. 10.0
 WILD AELDARI 7
NAME M WS BS S T W A Ld Sv
Wild Aeldari 8" 3+ 4+ 3 3 1 1 6 7+
Celebrant 8" 3+ 4+ 3 3 1 2 7 7+ 15
Equipment •
Aeldari Blade
Abilities •
Worldwise, Last Defenders
Psyker A Celebrant can attempt to manifest one psychic power in each friendly Psychic

phase, and attempt to deny one power in each enemy Psychic phase. They know
the Smite power and one power from the World Spirit discipline.
Wargear Options May replace its Aeldari Blade with an Aeldari Bow.

For every 5 Wild Aeldari in your Warband, one may be upgraded to a Celebrant

for for free. A Celebrant gains the Character and Psyker keywords.
Keywords Infantry, Wild Aeldari

 GROVE GUARDIAN 10
NAME M WS BS S T W A Ld Sv
Grove Guardian 7" 3+ 3+ 3 3 1 1 7 5+
Equipment •
Shuriken Catapult
Abilities •
Worldwise, Last Defenders
Wargear Options •
May replace its Shuriken Catapult with an item from the Guardian Gear list.

One Grove Guardian in your Warband may take a Psysruptor Grenade Launcher.

For every five Grove Guardians in your Warband, up to two may replace their
Shuriken Catapult with a Shuriken Pistol and Impaler or a Splinter Pistol and
Impaler.

One Grove Guardian in your Warband may take a Clanic Banner. Only one model
in your Warband may have a Clanic Banner.
Keywords Infantry, Grove Guardians
 EXODITE RANGER 15
NAME M WS BS S T W A Ld Sv
E. Ranger 7" 3+ 3+ 3 3 1 1 7 5+
16 Equipment •
Shuriken Pistol

Ranger Long Rifle
Abilities •
Worldwise, Last Defenders

Cameleoline Cloak: Your opponent must substract 1 from hit rolls for ranged
weapons that target this model. In addition, add 2 instead of 1 to armour saving
throws made for this model if it is in cover.

Path of the Outcast: If this model is within 1” of an Obstacle or a Building and
outside of engagement range of enemy models, after it makes all of its attacks
in the Shooting phase, you can move it so that it is still within 1” of that piece of
terrain and no closer from enemy models than it started.
Wargear Options •
May take items from the Exodite Armoury.
Keywords Infantry, Exodite Rangers

 SQUIRE 15
NAME M WS BS S T W A Ld Sv
Squire 12" 3+ 3+ 3 4 2 1 6 5+
Equipment Shuriken Catapult

Maw and Claws


Abilities Worldwise, Last Defenders


Maw and Claws: After this model makes its close combat attacks, you can attack

with its mount. Make 2 additional attacks using the Maw and Claws weapon
profile and no more attacks can be made using that profile.
Wargear Options May replace its Shuriken Catapult with an item from the Guardian Gear list.

For every five Squires in your Warband, up to two may replace their Shuriken

Catapult with a Twin Shuriken Catapult or a Twin Splinter Rifle


For every five Squires in your Warband, up to two may replace their Shuriken

Catapult with a Shuriken Pistol and Impaler or a Splinter Pistol and Impaler.
One Squire in your Warband may take a Clanic Banner. Only one model in your

Warband may have a Clanic Banner.


Keywords Infantry, Dragon Riders, Squires

Exodites v. 10.0
 DRAC KNIGHT 25

Maximum of 5 of this unit in your Warband.


NAME M WS BS S T W A Ld Sv
17
Drac Knight 12" 3+ 3+ 3 4 2 2 7 4+
Equipment •
Laser Lance

Maw and Claws
Abilities •
Worldwise, Last Defenders

Maw and Claws: After this model makes its close combat attacks, you can attack
with its mount. Make 2 additional attacks using the Maw and Claws weapon
profile and no more attacks can be made using that profile.

Dracscale Shield: Re-roll failed armour saving throws of 1 made for this model.

Dragon Rider Warband: If your Leader has the Dragon Rider keyword, your Kill
Team may include up to a maximum of 10 Drac Knights, rather than 5.
Wargear Options •
May replace its Laser Lance with a Haywire Lance.

For every five models with the Drac Knights keyword in your Warband, one
Drac Knight may replace its laser lance with an item from the Drakeback Weapons
list.

One Drac Knight in your Warband may take a Clanic Banner. Only one model in
your Warband may have a Clanic Banner.

The Drac Knight carrying the Clanic Banner may replace its Laser Lance with a
Dragon Maul.

May take items from the Exodite Armoury.
Keywords Cavalry, Dragon Riders, Drac Knights

 MAENAD 10
NAME M WS BS S T W A Ld Sv
Maenad 8" 3+ 5+ 3 4 1 2 8 6+
Equipment Maenad Talons

Abilities Worldwise, Spirit Kin


Enthralling Chant: While there are 15 or more friendly models with the Maenad

keyword on the battlefield, your opponent must substract 1 from hit rolls made
for melee attacks that target a friendly model with the Maenad keyword.
Wargear Options May take Maenad only items from the Exodite Armoury, but may not take any

other armoury items.


Keywords Infantry, Worldghosts, Maenads
 SKYCHASER KNIGHT 35

Maximum of 3 of this model in your Warband.


NAME M WS BS S T W A Ld Sv
18
Skychaser K. 14" 3+ 3+ 3 4 3 3 7 4+
Equipment •
Laser Lance

Maw and Claws
Abilities •
Worldwise, Last Defenders

Maw and Claws: After this model makes its close combat attacks, you can attack
with its mount. Make 3 additional attacks using the Maw and Claws weapon
profile and no more attacks can be made using that profile.

Dracscale Shield: Re-roll failed armour saving throws of 1 made for this model.

Skypiercer Warband: If your Team Leader is a Skymaster, Skychaser Knights may
be taken as Core models instead of Special.
Wargear Options •
May replace its Laser Lance with a Haywire Lance.

May take a Plasma Bomb.

One Skychaser Knight in your Warban may replace its Laser Lance with an item
from the Drakeback Weapons list.

One Skychaser Knight in your Warband may take a Clanic Banner. Only one
model in your Warband may have a Clanic Banner.

May take items from the Exodite Armoury.
Keywords Cavalry, Fly, Dragon Riders, Skychaser Knights

 DRAC CHARIOT 50

Maximum of 1 of this model in your Warband


NAME M WS BS S T W A Ld Sv
Drac Chariot 10" 3+ 3+ 4 4 5 4 7 4+
Equipment Impaler

Impaling Harpoon Launcher


Maw and Claws


Abilities Worldwise, Last Defenders


Maw and Claws: After this model makes its close combat attacks, you can attack

with its mount. Make 4 additional attacks using the Maw and Claws weapon
profile and no more attacks can be made using that profile.
Dracscale Shield: Re-roll failed armour saving throws of 1 made for this model.

Impaling Vanes: After this model finishes a charge move, roll a die for each

enemy model within 1” of it. On a 6, that model suffers a mortal wound.


Wargear Options May replace its Impaling Harpoon Launcher with an item from the Drakeback

Weapons list or a Twin Splinter Rifle.


May take a Clanic Banner. Only one model in your Warband may have a Clanic

Banner.
May take items from the Exodite Armoury.

Keywords Cavalry, Vehicle, Dragon Riders, Drac Chariot


Exodites v. 10.0
 WORLDWRAITH 40

Maximum of 3 of this model in your Warband.


NAME M WS BS S T W A Ld Sv
19
Worldwraith 6" 3+ 3+ 5 5 3 2 9 4+
Equipment Ghost Greatbow

Wraithclaw

Abilities Worldwise, Spirit Kin


Worldwrath: Add 2 to the Attacks characteristic of this model if it is within 12"


of an Exodite Bond-Growth.
Wargear Options May replace its Ghost Greatbow with one of the following:

Ghostswords

Ghostaxe and Forceshield


Ghostscythe

Ghost Greatblade

Keywords Infantry, Worldghosts, Worldwraiths

 ETERNAL GUARD 25
NAME M WS BS S T W A Ld Sv
Eternal Guard 7" 3+ 3+ 3 3 1 2 8 4+
Equipment •
Warding Spear

Evershield
Abilities •
Worldwise, Last Defenders

Cameleoline Cloak: Your opponent must substract 1 from hit rolls made for
ranged weapons that target this model. In addition, add 2 instead of 1 to armour
saving throws made for this model if it is in cover.

Evershield Power Field: This model has a 3+ invulnerable save. In addition, each
time this model suffers a wound or mortal wound, roll a die. On a 5+, that wound
or mortal wound is ignored.
Wargear Options •
One Eternal Guard in your Warband may take a Clanic Banner. Only one model
in your Warband may have a Clanic Banner.

May take items from the Exodite Armoury.
Keywords Infantry, Eternal Guards
 ROYAL KEN 15
NAME M WS BS S T W A Ld Sv
Royal Ken 8" 3+ 3+ 3 4 1 3 8 5+
20 Equipment Clanth

Abilities Worldwise, Last Defenders


Cameleoline Cloak: Your opponent must substract 1 from hit rolls for ranged

weapons that target this model. In addition, add 2 instead of 1 to armour saving
throws made for this model if it is in cover.
Blood of the Ancient Ones: This model can advance and charge in the same

turn.
Wargear Options One Royal Ken in your Warband may take a Clanic Banner. Only one model in

your Warband may have a Clanic Banner.


May take items from the Exodite Armoury.

Keywords Infantry, Royal Ken

 GHOSTKIN 25

Maximum of 5 of this model in your Warband.


NAME M WS BS S T W A Ld Sv
Ghostkin 8" 3+ 3+ 4 3 1 3 9 7+
Equipment Spirit Blade

Abilities Worldwise

Intangible: This model has a 3+ invulnerable save.


Phantom Strike: During the Movement phase, this model can move across

models as if they were not there, and can move horizontally through terrain
features as if they were not there (note that any vertical distance moved is still
counted against the distance this model has moved). During the Charge phase,
this model can move across models (other than Buildings) as if they were not
there. This model can charge even if it fell back or advanced in the same turn.
Wargear Options May replace its Spirit Blade with Spirit Claws.

One Ghostkin in your Warband may take Waypipes.


One Ghostkin in your Warband may take a Clanic Banner. Only one model in

your Warband may have a Clanic Banner.


Keywords Infantry, Worldghosts, Ghostkin

Exodites v. 10.0
COMMON WARGEAR
Item Cost Description
Talismanic Trinkets 10 pts Leader only. The model has a 5+ invulnerable save.
Leader only. Pick one of the model's weapon profiles. That weapon's 21
Vaul-Forged Weapon 15 pts
Damage is increased by 1.
Leader with the Dragon Rider keyword only. Each time the model's
Primal Beast 10 pts mount fights with its Maw and Claws, it makes an additional attack. It
makes 3 additional attacks instead if the model charged in that turn.
Leader with the Crone's Apprentice keyword only. Once per turn,
Bird of Morai-Heg 5 pts
you can re-roll one failed saving throw for a model in your Warband.
Leader with the Crone's Apprentice keyword only. You can re-
roll failed attempts at manifesting psychic powers for the model.
Portents of Doom 10 pts
However, it suffers perils of the warp on any roll of a double when
attempting to manifest a psychic power.
Leader with the Crone's Apprentice keyword only. If the model is
destroyed, it can, after the enemy model has finished making all of its
Finger of Morai-Heg 10 pts
attacks, attempt to manifest a psychic power as if it were the Psychic
phase before being removed from the battlefield.
Model with the Dragon Riders keyword only. The model has a
Bloodkin 5 pts
leadership characteristic of 10.
Model with the Dragon Riders keyword only. The model has a 2+
Ablative Barding 5 pts
invulnerable save against the first wound it suffers in the battle.
Model with the Dragon Riders keyword only. At the beginning of the
Bucal Laser 10 pts Shooting phase, you can pick an enemy model within 6" of the bearer
and roll a die. On a 4+, that model suffers a mortal wound.
Model with the Infantry keyword only. At the beginning of the
Fight phase, you can pick an enemy model within 1" of the bearer.
Lashwrithe Cables 5 pts
Substract 1 from that model's Attacks characteristic (to a minimum of
1), until the end of the phase.
Model with the Infantry keyword only. At the beginning of the Fight
phase, you can pick an enemy model with the Infantry keyword
Digital Laser 1 pt
within 1" of the bearer and roll a die. On a 6, that model suffers a
mortal wound.
Model with the Exodite Rangers keyword only. The model's Ranger
Biodart Rifle 5 pts Long Rifle causes a mortal wound on a wound roll of a 5 or 6, rather
than 6.
Model with the Royal Ken keyword only. At the beginning of each
battle round, chose Strength, Attacks or Toughness. Increase the
Tale Tattoos 5 pts
corresponding characteristic of each friendly model with Tale-Tattoos
by 1 until the end of the battle round.
Model with the Royal Ken keyword only. Add 1 to the model's Attack
Starlit Dance 5 pts characteristic for each enemy model within 1" of it beyond the first,
to a maximum of +3.
Model with the Eternal Guard keyword only. Each time you make
Wargyre 10 pts a saving throw of 6 for the model in the Fight phase, the model that
attacked suffers 1 mortal wound.
COMMON WARGEAR (CONT.)
Item Cost Description
One use only. You can use the Psy-Suppressant grenade at the start
of the Fight phase. If you do, each enemy model with the Infantry
22 Psy-Suppressant or Beast keyword within 1" of the bearer fights last that Fight phase,
5 pts
Grenade after all other models have fought. Models that can fight before other
models (because they charged this turn, or because of an ability, for
instance) cannot do so this Fight phase instead.
Model that can take a Psysruptor Grenade Launcher only. Cannot
be taken with a Psysruptor Grenade Launcher. Substract 1 from the
Glam Projector 5 pts Leadership characteristic of enemy models within 6” of the bearer.
Substract 3 from the Leadership characteristic of models with the
Beasts, Cavalry or Monster keyword instead.
Model that shares all of its keyword with your Leader only. Roll a D6
each time your Leader loses a wound whilst they are within 3" of this
Liegeoath 5 pts
model. On a 2+, this model intercepts the hit: your Leader suffers no
wound but this model suffers a mortal wound.
Model with the Maenad keyword only. Enemy models that are set up
Warding Symbiont 10 pts on the battlefield during the battle cannot be set up within 12" of the
model.
Model with the Maenad keyword only. Re-roll failed hit rolls of 1 for
War Symbiont 5 pts
the bearer.
Giaean only. You can re-roll dice rolls of 1 for the bearer when
Psychic Symbiont 5 pts
attempting to manifest a psychic power.
Model with the Revenant keyword only. Each time the bearer is hit
Mournbuckle 10 pts by an attack, roll a die. On a 6, that attack is discarded and no wound
roll is made.
Model with the Revenant keyword only. Change the bearer's
Wings Symbiont 5 pts
Movement characteristic to 16" and it gains the Fly keyword.

Exodites v. 10.0
MELEE WEAPONS RANGED WEAPONS OTHER WARGEAR
Weapon Cost Weapon Cost Weapon Cost
Aeldari Blade 0 Aeldari Bow 0 Clanic Banner 5
Clanth 0 Evershield 0 Forceshield 0 23
Cronestaff 0 Ghost Greatbow 20 Waypipes 10
Dragon Maul 0 Haywire Cannon 15
Explosive Growth 0 Haywire Lance 0
Ghostaxe 0 Impaling Harpoon
0
Ghostscythe 10 Launcher
Ghostswords 10 Laser Lance 0
Haywire Lance 0 Plasma Bomb 5
Impaler 5 Psysruptor Grenade
5
Launcher
Laser Lance 0
Ranger Long Rifle 0
Maenad Talons 0
Scatter Laser 10
Maw and Claws 0
Shuriken Cannon 10
Paragon Sabre 0
Shuriken Catapult 0
Spirit Blade 0
Shuriken Pistol 0
Spirit Claws 5
Splinter Cannon
Spirit Glaive 10 10/15
(Infantry/Other)
Soulblade 0
Splinter Pistol 0
Star Lance 5
Splinter Rifle 0
Vaul Axes 5
Star Lance 5
Warding Spear 0
Twin Shuriken
Wraithclaws 0 0
Catapult
Twin Splinter Rifle 0

Weapon Abilities
The following abilities are common to several Exodite weapons :

Poisoned
Poisoned weapons wound on a roll of 4+, unless the target has the Vehicle or Titanic keyword, in which case they
wound on a 6+.

Haywire
If the target has the Vehicle keyword an you roll a wound roll of a 4 or 5 for a Haywire weapon, the target suffers
a mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds in
addition to any other damage.

Shuriken
Each time you make a wound roll of 6+ for a Shuriken weapon, that hit is resolved with an AP of -3 instead of 0.
MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
You can re-roll failed hit rolls for this
Aeldari Blade Melee Melee User 0 1
weapon.
24 Clanth Melee Melee +1 -1 2
Cronestaff Melee Melee User 0 2 This weapon wounds on a roll of 2+.
Dragon Maul Melee Melee +3 -1 2
Explosive Make D6 wound rolls for each hit inflicted
Melee Melee 2 0 1
Growth with this weapon, rather than one.
When attacking with this weapon, you
Ghostaxe Melee Melee +2 -3 D3
must substract 1 from the hit roll.
Ghostscythe Melee Melee +2 -3 1
Each time the bearer fights, it can make 1
Ghostswords Melee Melee +1 -3 1
additional attack with this weapon.
Haywire. If the bearer charged in the same
Haywire Lance turn, attacks with this weapon are made
Melee Melee User -1 1
(melee) at Strength 6. Make D3 hit rolls for each
attack made with this weapon instead of 1.
Impaler Melee Melee User -1 2
If the bearer charged in the same turn,
Laser Lance
Melee Melee User -4 2 attacks with this weapon are made at
(melee)
Strength 6.
You can re-roll failed wound rolls made for
Maenad Talons Melee Melee User 0 1
this weapon.
After a mounted model attacks with its other
weapon, its mount attacks with this weapon.
Maw and Claws Melee Melee 4 0 1
Make the number of attacks listed in the
model's abilities using this weapon profile.
You can re-roll failed hit and wound rolls
Paragon Sabre Melee Melee User -4 1
made for this weapon.
Power Sword Melee Melee +1 -3 1
Spirit Blade Melee Melee User -3 1
You can re-roll failed wound rolls made for
this weapon. Each time the bearer fights,
Spirit Claws Melee Melee User -2 1
it can make an additional attack with this
weapon.
Spirit Glaive Melee Melee +3 -3 1
Invulnerable saves cannot be taken against
Soulblade Melee Melee User -3 1
this weapon.
Star Lance If the bearer charged this turn, attacks with
Melee Melee User -4 2
(Melee) this weapon are made at Strength 8.
Each time the bearer fights, it makes two
Vaul Axes Melee Melee +2 -2 1
additional attacks with this weapon.
Warding Spear Melee Melee +2 -1 1

Wraithclaws Melee Melee User -1 D3

Exodites v. 10.0
RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Aeldari Bow 24" Rapid Fire 1 2 0 1
Change this weapon's type to Pistol 3 if the
Evershield 12" Pistol 1 3 -2 1 bearer made at least one succesful saving 25
throw in the previous turn.
Ghost Greatbow 24” Rapid Fire 1 7 -3 3
Haywire Cannon 24" Assault D6 4 -1 1 Blast, Haywire.
Haywire Lance
6" Assault D3 4 -1 1 Haywire.
(Shooting)
If the bearer charges a model it has previously
Impaling
successfully hit with this weapon in the Shooting
Harpoon 24" Assault 1 6 -2 D3
phase of the same turn, add +2 to their charge
Launcher roll.
Laser Lance
6" Assault 1 6 -4 2
(shooting)
Blast. This weapon can only be fired once
per battle. This weapon can be fired even if
Plasma Bomb 6" Assault D6 6 -2 1
the bearer is within engagement range of
enemy models.
Psysruptor Blast. When rolling to wound with
Grenade 18" Assault D3 6 -1 1 this weapon, roll against the target's
Launcher Leadership instead of its Toughness.
This weapon may be used to target a
model with the Character keyword even
Ranger Long if it is not the closest enemy unit. Each
36" Heavy 1 4 0 1
Rifle time you roll a wound roll of 6+ for this
weapon, the target suffers a mortal wound
in addition to any other damage.
Scatter Laser 36” Heavy 4 6 0 1
Shuriken
24" Assault 3 6 0 1 Shuriken.
Cannon
Shuriken
12" Assault 2 4 0 1 Shuriken.
Catapult
Shuriken Pistol 12" Pistol 1 4 0 1 Shuriken.
Splinter Cannon 36" Rapid Fire 3 * 0 1 Poisoned.
Splinter Pistol 12" Pistol 1 * 0 1 Poisoned.
Splinter Rifle 24" Rapid Fire 1 * 0 1 Poisoned.
Star Lance
6" Asault 1 8 -4 2
(shooting)
Twin Shuriken
12" Assault 4 4 0 1 Shuriken.
Catapult
Twin Splinter
24" Rapid Fire 2 * 0 1 Poisoned.
Rifle
OTHER WARGEAR
WARGEAR ABILITIES
You can re-roll failed Nerve tests for models within 12" of a friendly model with a
Clanic Banner
Clanic Banner.
26 Evershield A model with a Forceshield has a 4+ invulnerable save.
Instead of moving in the Movement phase, you can remove the bearer of the
Waypipes and any number of friendly models with the Ghostkin keyword within
Waypipes 6" of it from the battlefield. Then set up those models so that they are within 3"
of an Exodite-Bond-Growth, within 1" of at least one other model set up this way
(if you set more than 1 model this way) and more than 6" from enemy models.

Exodites v. 10.0
RECOMMENDED BASE SIZES

The following base sizes are recommended for use with this opus:
27
Team Leaders
• Demilord: 60x35mm oval base

• Giaean: 32mm round base

• Skymaster: 50mm round base

• Princeling: 25mm round base

• Crone's Apprentice: 25mm round base

• Crone's Apprentice on Drac-Lizard: 60x35mm oval base

• Worldsinger: 25mm round base

• Worldsinger on Drac-Lizard: 60x35mm oval base

• Pathfinder: 25mm round base

• Eternal Warden: 25mm round base

• Revenant: 32mm round base

Core
• Wild Aeldari: 25mm round base

• Grove Guardian: 25 mm round base

• Exodite Ranger: 25mm round base

• Squire: 60x35mm oval base

• Drac Knight: 60x35 mm oval base

• Maenad: 32mm round base

Special
• Skychaser Knight: 50mm round base

• Drac Chariot: 120x92mm oval base

• Worldwraith: 40mm round base or 50mm round base

• Eternal Guard: 25mm round base

• Royal Ken: 25mm round base

• Ghostkin: 32mm round base

Backpage artist: Julien Duchemin

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