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Exodite Lists?

 Post subject: Exodite Lists?
PostPosted: Tue Jan 16, 2007 12:19 am 
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I like Chroma's Yme-Loc army list alot, and in the first one he did contained Exodites but i think that they deserve there own list,  i was wondering if anybody knew of one?

and if you don't what would you like to see in a list, and what type of list (i.e. how it play)

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 Post subject: Exodite Lists?
PostPosted: Tue Jan 16, 2007 1:36 am 
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There is a list, in an old CJ for E40K, IIRC ... :alien:

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 Post subject: Exodite Lists?
PostPosted: Tue Jan 16, 2007 4:00 pm 
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For a while there were Exodite and Harlequin Champions even though the lists were not intended to ever be official.  Sotec was champion had a list he posted on the old boards.  I don't know when or if it was updated since this version.

===

Exodite Lord
Type: -, Move: -, Armour: -, CC-, FF-
Weapons: none
Notes: Supreme Commander, Inspiring, Fearless
*note that the lord must always be mounted in the largest Knight class available.

Exodite Prince
Type: -, Move: -, Armour: -, CC-, FF-
Weapons: none
Notes: Leader, Commander, Inspiring
*note that the prince must always be mounted in the largest Knight class available not taken by a lord if present.

Shadow Knight:
Type: AV, Move: 30cm, Armour: 5+, CC4+, FF4+
Weapons:
- Pulse Laser, 45cm, AT4+, pulse
- Laser lance, base contact, extra attack (+1), first strike, lance
Notes: Reinforced Armour, Walker

Void Knight:
Type: AV, Move: 25cm, Armour: 4+, CC3+, FF4+
Weapons:
- TL Eldar Missile Launcher, 45cm, AP4+/AT5+/AA5+
- Pulse Laser, 45cm, AT4+, pulse
- Laser lance, base contact, MW, extra attacks (+1), first strike
Notes:, Reinforced Armour, Walker, Invulnerable save, *for playtesting old eldar plastic Wraithlords or the old spirit warrior models make excellent Shadow knights while the old eldar knight models would make a good Void Knight. All Eldar Knights are supposed to be 25-50% larger than a wraithlord in size. See here for concept sketches: http://www.pbase.com/tepoc/exodites_wip

Eldar Exodite Riders (Small and large Lizard Cavalry):
Type: INF, Move: 15cm, Armour 5+, CC4+, FF6+
Weapons:
-Shruiken pistols, 15cm, small arms
-Laser lance, base contact, extra attacks (+1), first strike
Notes: mounted, infiltrate, walker
*note that this covers bases of all raptor/horse sized riding lizards or single large lizards with several riders.

Eldar Exodite Terars (flying lizard cavalry):
Type: INF, Move 20cm, Armour: 6+, CC4+, FF6+
Weapons:
-Shruiken pistol, 15cm, small arms
-Laser lance, base contact, extra attacks (+1), first strike
-teeth and claws, base contact
Notes: mounted, infiltrate, skimmer, teleport
*teleport represents the beasts dropping out of the sky into battle.

(note all Exodite riding beasts use the infiltrate special ability. This represents either speed, ferocity, sheer force of the charge, the close bond between rider and mount, or a combination of several factors. There is not supposed to be any set types to the beasts but in general enemy troops tend not to stand in the way of their charge!)
*Lizardmen cavalry, dinosaurs and terradon models from warmaster can easily be converted into the Exodite Cavalry.

Eldar Exodite warriors:
Type: INF, Move: 15cm, Armour 6+, CC5+, FF5+
Weapons:
-Shruiken Carbines, 15cm, small arms
-Blades, base contact, assault weapons
Notes: none
Warriors are the footman of the Exodite army. They follow in the footsteps of the Knights and hold the ground so that their lord may continue his advance. When required they are fearsome warriors as skilled with the blade as the gun. They can be represented by regular Eldar guardians with some converted to have blades.

Megasaur
Type: AV, Move: 25cm, Armour: 5+, CC5+, FF6+
Weapons: Scatter Laser, 30cm, AP5+/AT5+
Notes: Transport: May transport two exodite warriors stands or one exodite warriors stand and one support weapon platform

Vampire Hunter:
Type: Bomber, move: NA, Armour 5+, CC-, FF-
Weapons:
-Scatter laser, 30cm, AP5+/AT5+/AA5+, FxF
-Twin Eldar Missile launcher, 45cm, AP4+/AT5+/AA5+
-Twin linked Pulsars, 60cm, MW2+ pulse, FxF
Notes: DC2, Reinforced armour, critical: crashes

Background:
Eldar Exodite armies area rarely seen Eldar fighting formations since they are what Imperial commanders would consider the planetary defense force of the Eldar Exodite Worlds. When required an Exodite Lord may consult with a Craftworld Farseer who will predict the future course of events that will affect that Maiden world. If the Farseer determines that military action must be taken the Eldar Lord will rally all the warriors of the Maiden world and travel through the Webway to the place they must fight.

Exodite armies are organized much like their contemporaries, the Craftworld Eldar, except that much of the character of the army is based around the feudal nature of the maiden worlds. Different Exodite princes who owe fealty to the Lord will gather their retainers and mount their mighty Knights. Derived from the same technology that produce Craftworld Wraithlords and Warwalkers, Eldar Knights protect and control the Sauroid herds by keeping separate the carnivore and herbivore species that inhabit these worlds. Often in times of need the beast handlers will break the creatures to the bit and ride them to battle. Their natural speed and ferocity plus the deadly Eldar Laser Lance is enough to see off most enemies. Eldar swoop above the field on flying reptiles and the Vypers and modified Warwalkers that are used to coral the herds and move about the forests. The Lord will employ Eldar corsairs like the dreaded Void Dragons to provide air cover and often finds Rangers are placing their services at his disposal. Craftworld Eldar are normally not welcomed if they offer assistance due to the proud nature of the Exodites, though the massive Eldar titans might be seen lending support, perhaps in homage to their shared history in the wars against the Necrontyr. The large Engines of Vaul called Storm Serpents are often in use on Exodite worlds transferring herds of beasts through the local webway and are often pressed into battle allowing the warwalkers, vipers, and lizard cavalry to make swift attacks.

Exodite Warhosts have little fear of the enemy, knowing how superior they are and often march to war under the colourful pennants of the Eldar knight households. These Eden?s of the old Eldar Empire are mighty shrines that the Eldar will defend to their deaths.


____
Eldar Exodite Army List (Salynths World Campaign):
Strategy Rating: 4
Initiative Rating: 2+ (1+ for formations with active Void knights*, or titans)
*note that the initiative increase represents the skill and experience of the battle leaders of the Exodites in their Heavy Eldar Knights.

The Lord: Every Exodite army is led by a Lord. A single Lord may be added to any knight household as a character upgrade to the largest class of Knight unit for free.

Exodite armies include Hosts, and Troupes. For each Host taken up to three troupes may be taken. Up to 1/3 of the army's points may be spend on formations of aircraft or titans.

Garrisons: Exodites excel at moving into position to attack quickly. Exodites follow the normal garrison rules.

Special Rules: See Biel-Tan List.

Hosts:
1+ Knight Households: 5x Shadow Knights (250 points)
+0-2 Prince (50 points each)
+0-3 Shadow Knights (50 points each)
+0-1 Void knight (100 points)
Note: One knight household will include the Lord. The Lord may not be assigned to the same unit as a Prince. Nor may any Prince be assigned to the same unit as another Prince.

Exodite Warrior Warhost: 8 Exodite Warriors (150 points)
+0-1 Prince (50 points)
+0-1 Shadow Knight (50 points)
+4 Megasaurs (transports) (100 points)
up to four Exodite Warrior stands may be exchanged for support weapon platforms at no extra cost

Troupes:
Exodite Riders troupe: (4-8: 25 points each)
Eldar Exodite Terars (6: 250 points)
Eldar Knight Troupe (3 Shadow knights for 150 points)
Rangers (4-8: 25 points each)
Support Weapons (6: 150 points)
Vypers (no jetbikes) (6: 200 points)
Warwalkers (6: 200 points)
Storm Serpent (1: 250 points)

Titans and aircraft
Nightwings (3: 300 points)
Phoenix (3: 400 points)
Vampire Hunter (2 for 500 points)
0-2 Revenant Titan pair (650 points)
0-1 Phantom titan (750 points) (note: always armed with power fist and pulsar)

As part of another Eldar army only knight households are available and they count as three troupe choices (regardless of the number of upgrades chosen).

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 Post subject: Exodite Lists?
PostPosted: Tue Jan 16, 2007 4:29 pm 
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i thought it was an excellent list myself, the only thing i would want to add is more knights so a player could use all the out of print knight titans, but apparently it was felt that this would interfear with E.A. game balance.(been awhile since i read the original posts on the subject in the old S.G. forums however) thanks for posting this again neal.

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 Post subject: Exodite Lists?
PostPosted: Tue Jan 16, 2007 6:08 pm 
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thanks very much Neal, that was just what i was looking for!!!

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 Post subject: Exodite Lists?
PostPosted: Tue Jan 16, 2007 6:18 pm 
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You're welcome.

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 Post subject: Exodite Lists?
PostPosted: Tue Jan 16, 2007 6:58 pm 
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i think i'll test the list with E & C see how the list work it the new rules.

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 Post subject: Exodite Lists?
PostPosted: Tue Jan 16, 2007 7:50 pm 
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I have not seen that list !  Thanks Neal ! :D

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 Post subject: Exodite Lists?
PostPosted: Wed Mar 14, 2007 4:56 pm 
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hello

it seem's to me that this list need a few changes (i hope what i am writing is english  :glare:)

-riders and terars should be FF5+ due to the shurikens pistols (cf stormwind)

-maybe we should drop the teeth and claws attack of the terars, 3 seems a lot

-AA4+ and not AA5+ fot the TL eldar missile launcher (cf stormwind)

-remove the vampire hunter or allowed to take it by one

-instead of the eldar scouts something more "exodite" who scould be like that:
exodite scouts on "grass eaters"
type: inf move:20cm armor 5+ cc5+ ff5+
sniper rifle ap5+
scout, monted, walker
cost 6 for 175/200/225?

-FF4+ for the exodite warriors in order to have the same value than the eldar and dark eldar??? (i don't really know for this one)


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