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FUSILIERS
Fusiliers are the levied troops employed by the Exodites. In civilian life they are tenants on the Baron’s land and are obliged to repay him by fighting in his armies whenever he deems it necessary. Callous Barons draft civilians for every minor skirmish and regard them as expendable, while more socially responsible ones use them as sparingly as possible and keep them out of the worst fighting.
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Points / Model
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Sv
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Exodite Fusilier
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8
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3
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3
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3
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3
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1
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4
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1
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8
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5+
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Exodite Shaman
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15
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3
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3
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3
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3
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1
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4
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1
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8
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5+
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Exodite Leader
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+8
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3
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3
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3
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3
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1
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4
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2
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9
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5+
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Squad: The squad consists of between 5 and 20 Exodite Fusiliers.
Weapons: Lasblaster.
Options: Up to one in five, but no more then two per squad, fusiliers may be armed with either a bright lance or a scatter laser at +10 pts each.
Character: One model may be upgraded to an Exodite Leader at +8pts. The Exodite Leader is armed with a lasblaster or a blast pistol and close combat weapon, he may take powerblades for +15pts, but may not take a cavalry mount of any kind.
The unit may be joined by an Exodite Shaman. The Shaman is armed with a blast pistol and close combat weapon. The Shaman always has the psychic power: Healer. He may be accompanied by a Salamander for +6pts.
Special Rules
Psychic Power - Healer: A Shaman may heal members of the unit he accompanies. The unit may ignore the first failed saving throw each turn for the unit the Shaman accompanies. A Shaman may not heal a model who has been killed from a weapon which causes instant death or who has been hit by a weapon that allows no save. The Shaman may also not attempt to heal if he is in base to base contact with an enemy model. The power is available permanently, so he does not need to take a Psychic test to use it. The power is otherwise treated as a psychic power in all other respects and the Shaman is treated as a psyker.
DRAGON KNIGHTS
Knights are trained soldiers; like civilians, they are tenants on the Baron’s land, but their service to the land and its lord earns them the right to own land of their own, parcelled out by the Baron as he sees fit. In combat, dragon knights are mounted on the commonest and easiest to control riding beasts as they have not been trained with more specialised mounts.
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Points / Model
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Sv
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Dragon Knight
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25
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4
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3
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3
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4
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1
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4
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2
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8
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4+
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Dragon Leader
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+10
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4
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3
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3
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4
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1
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5
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3
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9
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4+
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Squad: The squad consists of between 3 and 10 Dragon Knights.
Weapons: Laser lance.
Options: The entire squad may be armed with blast carbines in addition to their lances for +1pt per model. Up to one in five models may be armed with one of the following: thermal lance +6 pts, psychic carbine + 3pts.
Character: One model may be upgraded to an Dragon Leader for +10pts. The Dragon Leader 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 +7pts. He may be accompanied by a Salamander for +6pts.
Special Rules
Dragon Knights: Dragons count as cavalry.
EXODITE WARRIORS
Warriors are the close combat infantry troops of any Exodite Warhost, comprising warriors and hunters of the general populace, travelling to battle at the command of their ruling Baron.
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Points / Model
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Sv
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Exodite Warrior
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8
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3
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3
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3
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3
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1
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4
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1
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8
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5+
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Exodite Shaman
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15
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3
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3
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3
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3
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1
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4
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1
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8
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5+
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Warrior Leader
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+8
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3
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3
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3
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3
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1
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4
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2
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9
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5+
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Squad: The squad consists of between 5 and 20 Exodite Warrior.
Weapons: Blast pistol and close combat weapon.
Options: The warriors may be armed with plasma grenades for +2pts per model and haywire grenades for +3pts per model. Up to one in five models may exchange their weapons for a fusion gun at +4pts each or a psychic blaster at +3pts each.
Character: One model may be upgraded to an Exodite Warrior Leader at +8pts. The Exodite Leader is armed with a blast pistol and close combat weapon, he may take powerblades for +15pts, but may not take a cavalry mount of any kind. The Leader may be armed with plasma grenades for +2pts and haywire grenades for +3pts. The unit may be joined by an Exodite Shaman. The Shaman is armed with a blast pistol and close combat weapon. The Shaman always has the psychic power: Healer. He may be accompanied by a Salamander for +6pts.
Special Rules
Psychic Power - Healer: A Shaman may heal members of the unit he accompanies. The unit may ignore the first failed saving throw each turn for the unit the Shaman accompanies. A Shaman may not heal a model who has been killed from a weapon which causes instant death or who has been hit by a weapon that allows no save. The Shaman may also not attempt to heal if he is in base to base contact with an enemy model. The power is available permanently, so he does not need to take a Psychic test to use it. The power is otherwise treated as a psychic power in all other respects and the Shaman is treated as a psyker.
0-2 ELDAR RANGERS
Common visitors to the Maiden Worlds, Rangers sometimes find themselves in Exodite territory when danger threatens, and will assist their cousins. More usually, Rangers still near the Maiden Worlds will hear of trouble and rush back to offer their help.
See Codex: Eldar
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