Special Rules

Fleet of Foot: Like their cousins, the Exodites are preternaturally agile. They can therefore run D6” in the shooting phase rather than fire. This move ignores difficult terrain. Because Exodites rarely move under their own power, the list of troops able to use fleet of foot is more restricted than for other Eldar. Any models with a saving throw of 4+ or worse can use fleet of foot, except for the following:

  • Megadons.
  • Cavalry and vehicles.
  • Models in Exo-Suits.

Cavalry: All Exodite riding creatures are referred to as cavalry, including those such as raptors and pterosaurs which do not follow the normal rules for cavalry. Exodite cavalry never needs to take difficult terrain tests when travelling through woodland, though other difficult terrain (such as swamps or boulder fields) effects them as usual for that troop type (normally infantry or cavalry, although pterosaurs ignore the effects of terrain altogether).

Scouts: If your army contains any Exodite Scout units (Lethosaur Knights and Raptor Knights – except Raptor Knights taken as the Baron retinue), roll a D6 before the game and consult the following table. Roll as many dice as you got Exodite Scout units in your army. Choose the one result you see most fitting.

  1. The scouts have located a favourable battleground in an area in the enemy line of advance. Once terrain has been placed, you may place one (or rearrange one) additional wood or area of jungle. On a jungle table, ignore this effect. In addition, the Exodite player may choose to use the Night Fight rules for the first turn of the game.
  2. The scouts have reported on the enemy's plans and your forces are prepared. You may take the first turn of this battle.
  3. The scouts are in position to report on the enemy's position. The enemy must deploy all of his troops before you place any. Enemy infiltrators are exempt from this rule in missions which allow their rules to be used.
  4. A random enemy unit starts the game in reserve even if the reserves rule is not normally used in the mission.
  5. The scouts isolate and harass one enemy unit. The unit is selected randomly, and must start the game in reserve even if the reserves rule is not normally used in the mission. In addition, the attrition that it suffers as it makes its way to the battlefield means that the unit takes D6 wounds at the start of the battle - roll for armour saves as normal and remove any casualties. If the randomly selected unit is a vehicle or a vehicle unit, it may not shoot on the turn it arrives.
  6. As result 5, but the Exodite player may choose the unit or vehicle.

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