HQ

0-1 EXODITE BARON

The Baron will be either the lord of a territory, or a member of his family, often a son eager to prove himself. The Baron does not simply lead the army; he owns it, as it consists of his retainers and tenants on his land.

 

Points / model

WS

BS

S

T

W

I

A

Ld

Sv

Exodite Lord

50

5

5

3

3

3

7

3

10

5+

Exodite Hero

30

4

4

3

3

2

6

3

9

5+

Weapons: None.

Wargear: The Exodite Baron may take weapons, mounts and wargear as allowed by the Exodite Armoury.

Special Rules

Independent Character:
Unless accompanied by his Household, the Exodite Baron is an independent character.

Retinue: If he is on foot, the Baron may have a retinue chosen from the Household Retinue entry below. If he is mounted, he may have a retinue chosen from the following army list entries:

  • Mounted on a Dragon: Dragon Knights
  • Mounted on a Pterosaur: Pterosaur Knights
  • Mounted on a Raptor: Raptor Knights

This retinue does not take up a normal Troops or Fast Attack slot but is included in the Baron’s HQ selection. The Baron’s retinue will never deploy using the Scout special rule.
One of the Barons retinue can carry a House Totem for +35pts. While the model with the House Totem is still on the table, the Baron and his retinue may re-roll any missed close combat attacks on the same turn that they charge into an assault.

 

EXODITE VISIONARY

The Exodite Visionaries have the power of the spirits at their disposal and are the most potent psykers in the galaxy. As a race highly in tune with psychic energy and naturally reverent of the spirits of the dead, Eldar of all races hold the Exodite Seers in awe.

 

Points / Model

WS

BS

S

T

W

I

A

Ld

Sv

Exodite Visionary

50

5

5

3

4

3

5

1

10

4+

Weapons: None.

Wargear: The Exodite Visionary may take weapons, mounts, wargear and psychic powers as allowed by the Exodite Armoury.

Special Rules

Independent Character: The Exodite Visionary is an independent character.
Spirit Armour: Like many Exodite artefacts, Spirit Armour is fashioned from the World Spirit’s own wraithbone-structure, and is imbued with some of the psychic power of the spirits within. Spirit armour functions like Rune Armour, giving is user a 4+ invulnerable save. In addition, the psychic aura the armour projects allows the Visionary to reduce his psychic test roll by -1. An unmodified 2 or 12 will still cause a daemonic attack (but a 3 modified down to 2 will not). A Exodite Visionary riding a Dragon with wraithbone helmet may use a 3+ save or a 4+ invulnerable save, but not both against the same shot.

 

HOUSEHOLD GUARD

A Baron will maintain a small cadre of armed guards in his household. These are trained as fighters to a higher standard than ordinary tenants, and may have been taken from the ranks of the Fusiliers and adopted into the Baron’s house for particular acts of courage

 

Points / Model

WS

BS

S

T

W

I

A

Ld

Sv

Household Guard

12

3

3

3

3

1

5

2

8

4+

Guard Captain

+10

4

4

3

3

1

6

2

9

4+

Squad: The squad consists of between 5 and 10 Household Guard.

Weapons: Lasblaster.

Options: The Household Retinue may be equipped with plasma grenades for +2pts per model and haywire grenades for +3pts per model. The entire retinue may exchange its lasblasters for Exodite blast pistols and close combat weapons at no additional cost. Up to two models may be armed with fusion guns for +4pts per model.

Character: One model may be upgraded to a Guard Captain for +10pts. The Guard Captain may be armed with plasma grenades for +2pts and haywire grenades for +3pts. The Leader may exchange his weapons for an Exodite blast pistol, close combat weapon and powerblades for +10pts.

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