Fast

PTEROSAUR KNIGHTS

Pterosaurs are the only true flying creatures on most Exodite worlds. Like birds, there are massive differences in size between species, though knights only ride the smallest they are able to because they are easiest to manage. Pterosaur knights are sometimes used to scout terrain other scouts have difficulty crossing, but are more often employed to survey battlefields from above and swoop down to provide support when necessary.

 

Points / Model

WS

BS

S

T

W

I

A

Ld

Sv

Pterosaur Knight

12

3

3

3

3

1

4

1

8

5+

Pterosaur Leader

+15

3

3

3

3

1

5

2

9

5+

Squad: The squad consists of between 3 and 10 Pterosaur Knights.

Weapons: Blast Carbine

Options: The entire squad may be armed with plasma grenades for +2pts per model and haywire grenades for +3pts per model. The squad may exchange its blast carbines for Exodite blast pistols and close combat weapons for +1pt per model. Up to three models may be armed with a web carbine for +3pts per model.

Character: One model may be upgraded to an Pterosaur Leader for +15pts. The Leader may be armed with plasma grenades for +2pts and haywire grenades for +3pts. The Leader may exchange his weapon for an Exodite blast pistol, close combat weapon and powerblades for +15pts; or may exchange his weapon for a neuro disruptor for +20pts.

Special Rules

Pterosaur Knights: Pterosaurs are treated as jump packs, and the squad may deploy using the rules for Deep Strike even if the scenario does not normally allow this.

 

RAPTOR KNIGHTS

Raptors are extremely agile bipedal insectivores, large enough for a rider but lightly built. They are the most common scouts in Exodite armies, and are also used extensively as fighters due to their quick reflexes and vicious temperament.

 

Points / Model

WS

BS

S

T

W

I

A

Ld

Sv

Raptor Knight

20

4

3

3

3

1

5

3

8

5+

Raptor Leader

+10

4

3

3

3

1

6

4

9

5+

Squad: The squad consists of between 4 and 10 Raptor Knights.

Weapons: Blast Pistol and close combat weapon.

Character: One model may be upgraded to a Raptor Leader for +10pts. The Raptor Leader may be armed with plasma grenades for +2pts and haywire grenades for +3pts. He may be accompanied by a Salamander for +6pts. The Leader may take powerblades for +15pts. Note that, when equipped with powerblades he has to make separate attack rolls for his attacks and the 2 additional attacks of his mount.

Special Rules

Scouts: Up to one unit of Raptor Knights may be deployed ahead of the main army as a scouting force. This unit is placed after other models in both armies have deployed and must be placed anywhere outside the enemy deployment zone and 18” or more away from an enemy unit. If the enemy army contains infiltrators or troops with this ability which are able to use their deployment rules in the scenario being fought, roll a dice to see which player deploys his units first. Note that scouts benefit from their rule even in scenarios which do not allow infiltrators.
Raptor Knights: Raptor Knights ride Raptors, the characteristic bonuses of which have been included in their profile. Raptors may run up to 6” in either the movement or assault phase in addition to their normal move, but may not run in both phases in the same turn. Raptors are treated as cavalry for the purposes of crossing difficult terrain.
Cameleoline: The clothing worn by Raptor Knights (and the skin of their mounts) has chameleonic properties. A Raptor Knight squad adds +1 to any cover saves it is allowed. If they are not in cover then they have a 6+ cover save.
Dispersed Formation: Raptor Knights can react quickly to trouble, and so can safely maintain a greater distance from one another than many troops, allowing them to cover more ground in their scouting forays. Raptor Knights count as being in coherency distance if they are within 4” rather than 2” as normal.

[Home] [A.D. Publishing] [Rules] [Miniatures] [Auctions] [Disclaimer] [Links]