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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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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.
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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).
_________________ Neal
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