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Exodites

By Doug Newton-Walters

Dragon Knights
O

f all the many Troupes of the Harlequins, the Wraith


Dancers are the rarest and most mysterious. Their
penchant for wearing their signature phase generators when
not performing, and their habit of staying out of phase with
reality gives them an ethereal, almost sinister quality. It is
said that more Solitaires find their calling amongst the Wraith
Dancers than any other Troupes, their connection to the Warp
strongest of all. When Wraith Dancer Troupes perform, theirs
is the Dance of Shadows, the dance of spirits. It is they who
perform the role of disembodied Eldar, floating in the energy
of the Warp. When Dances are performed

T
Dragon Knight
Champion

WS BS S T W I A Ld Sv
4 3 3 3(4) 1 5 1(2) 8 4+
5 4 3 3(4) 1 5 2(3) 9 4+

Unit Type: Cavalry.


SPECIAL RULES

Baron

f all the many Troupes of the Harlequins, the Wraith


Dancers are the rarest and most mysterious. Their
penchant for wearing their signature phase generators when
not performing, and their habit of staying out of phase with
reality gives them an ethereal, almost sinister quality. It is
said that more Solitaires find their calling amongst the Wraith
Dancers than any other Troupes, their connection to the Warp
strongest of all. When Wraith Dancer Troupes perform, theirs
is the Dance of Shadows, the dance of spirits. It is they who
perform the role of disembodied Eldar, floating in the energy
of the Warp. When Dances are performed

T
Baron

WS BS S
6 6 3

T
3

W
3

I
6

A Ld Sv
3 10 5+

Unit Type: Infantry.


SPECIAL RULES
Fleet of Foot.

Dragonlord

f all the many Troupes of the Harlequins, the Wraith


Dancers are the rarest and most mysterious. Their
penchant for wearing their signature phase generators when
not performing, and their habit of staying out of phase with
reality gives them an ethereal, almost sinister quality. It is
said that more Solitaires find their calling amongst the Wraith
Dancers than any other Troupes, their connection to the Warp
strongest of all. When Wraith Dancer Troupes perform, theirs
is the Dance of Shadows, the dance of spirits. It is they who
perform the role of disembodied Eldar, floating in the energy
of the Warp. When Dances are performed

T
Dragonlord

WS BS S
5 0 7

T
6

W
4

I
3

A Ld Sv
3 10 3+

Unit Type: Monstrous Creature.

In combat to represent the rider's attacks, you may make an


additional D3 attacks at WS 6, S 3 I 6 using any wargear the
model has. The rider is unaffected by the mount's Furious
Charge special rule.
Furious Charge.

SPECIAL RULES
Ridden Creature: The Carnosaur is ridden by a mighty
Exodite champion. Any wargear or equipment is used by
the rider, not the mount. Any shooting is resolved at BS 6.

Scaly Skin: 3+ armour save.

DragonKin
O

f all the many Troupes of the Harlequins, the Wraith


Dancers are the rarest and most mysterious. Their
penchant for wearing their signature phase generators when
not performing, and their habit of staying out of phase with
reality gives them an ethereal, almost sinister quality. It is
said that more Solitaires find their calling amongst the Wraith
Dancers than any other Troupes, their connection to the Warp
strongest of all. When Wraith Dancer Troupes perform, theirs
is the Dance of Shadows, the dance of spirits. It is they who
perform the role of disembodied Eldar, floating in the energy
of the Warp. When Dances are performed

T
DragonKin

WS BS S
4 0 6

T
5

W
2

I
3

A Ld Sv
2 9 4+

Unit Type: Monstrous Creature.


SPECIAL RULES
Ridden Creature: The Sarcosaur is ridden by an Exodite
Knight. Any wargear or equipment is used by the rider, not
the mount. Any shooting is resolved at BS 4. In combat to

represent the rider's attacks, you may make an additional D3


attacks at WS 5, S 3 I 5 using any wargear the model has.
The rider is unaffected by the mount's Furious Charge special
rule.
Furious Charge.
Scaly Skin: 4+ armour save.

Kinsmen

Kinsman
Knight

WS BS S
3 3 3
4 3 3

T
3
3

W
1
1

I
4
5

Unit Type: Infantry

A Ld Sv
1 8 5+
1 8 5+

SPECIAL RULES
Fleet.

Rangers
E

ven a Harlequin must start somewhere, and it is amongst


the ranks of the Chorus that every Harlequin learns the
skills that turn them into a puissant warrior. Each Chorister
must learn all the parts of the performance, playing all the
nameless characters that populate these displays.

T
Ranger

WS BS S
4 3 3

T
3

W
1

I
4

A Ld Sv
1 8 5+

Unit Type: Infantry.

Masters of Stealth: In the right circumstances, Rangers


have the ability to work their way into a forward position on
the battlefield. Rangers (and Pathfinders) have the Infiltrate,
Move Through Cover, and Stealth special rules.
Pathfinders: Some Rangers undertake permanent exile and
become Pathfinders. Ranger squads that have been upgraded
to Pathfinders may ignore difficult terrain. They have the
Scouts special rule. Any cover save they use is improved by
+2 instead of the usual +1 conferred by the Stealth rule.

SPECIAL RULES
Fleet.

Skirmishers
O

f all the many Troupes of the Harlequins, the Wraith


Dancers are the rarest and most mysterious. Their
penchant for wearing their signature phase generators when
not performing, and their habit of staying out of phase with
reality gives them an ethereal, almost sinister quality. It is
said that more Solitaires find their calling amongst the Wraith
Dancers than any other Troupes, their connection to the Warp
strongest of all. When Wraith Dancer Troupes perform, theirs
is the Dance of Shadows, the dance of spirits. It is they who
perform the role of disembodied Eldar, floating in the energy
of the Warp. When Dances are performed

]
Skirmisher
Knight

WS BS S
3 3 3
4 3 3

T W
3 1
3 1

I
5
6

A
1
1

Ld Sv
8 5+
8 5+

Unit Type: Cavalry.


SPECIAL RULES
Outriders: Skirmishers ride Raptors in flanking manoeuvres
and running engagements, using their steed's stealth and
their own skill to get close to the enemy. Skrimishers have the
Scout and Stealth special rules.

Hunting Packs
O

f all the many Troupes of the Harlequins, the Wraith


Dancers are the rarest and most mysterious. Their
penchant for wearing their signature phase generators when
not performing, and their habit of staying out of phase with
reality gives them an ethereal, almost sinister quality. It is
said that more Solitaires find their calling amongst the Wraith
Dancers than any other Troupes, their connection to the Warp
strongest of all. When Wraith Dancer Troupes perform, theirs
is the Dance of Shadows, the dance of spirits. It is they who
perform the role of disembodied Eldar, floating in the energy
of the Warp. When Dances are performed

h
Hunting Drake
Drakemaster

WS BS S T W
3 0 4 4
1
5 4 3 3(4) 1

I
3
5

A Ld Sv
2 7 5+
3 9 4+

Unit Type: Cavalry.


SPECIAL RULES
Predatory.

Thunder Lizards

Thunder Dragon

WS BS S
T W I A Ld Sv
3 3 4 3(4) 2 3 1 8 4+

SPECIAL RULES
Slow and Purposful.

Unit Type: Infantry

Megadon
E

ven a Harlequin must start somewhere, and it is amongst


the ranks of the Chorus that every Harlequin learns the
skills that turn them into a puissant warrior. Each Chorister
must learn all the parts of the performance, playing all the
nameless characters that populate these displays.

T
Megadon

WS BS S
3 0 6

T
6

W
6

I
2

A Ld Sv
2 8 3+

Unit Type: Monstrous Creature.


SPECIAL RULES
Fearless.

Ridden Creature: The Megadon is ridden by several


Exodites. Any wargear or equipment is used by the riders,
not the mount. Any shooting is resolved at BS 3. In combat to
represent the riders' attacks, you may make an additional D3
attacks at WS 4, S 3 I 5 using any wargear the model has. The
riders may fire up to three weapons if the megadon remains
stationary, and two if it moves.

Wargear
This section of Codex: Harlequins details the myriad weapons and equipment used by the
mysterious Eldar Harlequins, along with rules to use them in games of Warhammer 40,000.

Weapons
BRIGHTLANCE
Powerful laser cannons, Brightlances use extremely
sophisticated focusing crystals. These can focus laser energy
so precisely that at over a certain thickness armour becomes
redundant. A Brightlance has the following profile:
Range: 36"

S: 8

AP: 2

CREIDANN PACK GRENADE LAUNCHER


This ingenious device is used by the Harlequin seers to
create carefully synchronised visual effects with Hallucinogen
grenades during performances. In battle they are used to
devestating effect against enemy units. The model possessing
a Creidann counts as being equipped with Hallucinogen
grenades, and will confer the advantages of them to any
unit they have joined. If Tanglefoot grenades have also been
purchased, both grenade effects are used simultaneously.

Type: Assault 1, Lance

BIO-EXPLOSIVE AMMUNITION
These are rounds crafted using the same toxins as those
found in the shrieker cannon. Weapons with this ammunition
become Pinning.

TANGLEFOOT GRENADES
Shadowseers often supplement their Creidann with Tanglefoot
grenades, to prevent the enemy escaping. When a Tanglefoot
grenade detonates it creates a gravitic disruption field, causing
its targets to tumble, fall over and generally stagger around.
Tanglefoot grenades are used when the bearer charges into
combat and their effects last for that round only. Any enemy
units charged by a model with Tanglefoot grenades must roll
2d6 and choose the lowest value when determining sweeping
advance, whether they won the combat or not.

HAND FLAMER
An exquisitely crafted weapon, the hand flamer utilises
advanced eldar micro technology and appears more like a
small dirk than a gun. It may be shot as a flamer once during
the game but due to its small size and bladed attachments
may also be used as a close combat weapon.
RIVEBLADES
These blades are the pinnacle of eldar craftsmanship,
combining monofilament technology with highly powered
neuro blades in a matching pair of elegant gauntlets. Only
those who have learned the most difficult dances are
capable of wielding them. A skilled thrust can send multiple
monomolecular wires through the target's body, shredding it in
a welter of bloody chunks. Riveblades count as a two handed
power weapon with the Rending special rule. Roll a dice for
each rending hit scored, on a 6 the target is killed outright,
irrespective of the number of wounds it has.

DIRGE AMMUNITION
Unlike Shrieker ammunition these rounds are designed for
taking out enemy armour, and are consequently denser and
larger, producing a deep throbbing sound as they are fired.
A weapon may choose to fire their normal rounds or a Dirge
round, chosen before the roll to hit is made. Dirge Ammunition
has the following profile:
Range: 24"

S: (8)

AP: 2

AP: 4

Type: Assault 1

ELDAR PLASMA PISTOL


The eldar are masters of all forms of technology, and their
understanding of plasma containment is second to none.
Their plasma pistols are masterworks of engineering, capable
of containing and firing their volatile ammunition with no
danger to the firer. Eldar plasma pistols have the following
profile:

NEURO-DISRUPTOR
A neuro-disruptor uses intricate psychocrystalline circuitry
to emit a wave of particles that disrupt the brains neural
pathways, turning the target into a drooling imbecile or killing
them outright. The Neuro-disruptor uses the flame template
and is fired like any other flame weapon. However, do not roll
to wound as normal. The neuro-disruptor has a Strength of
8, but rather than using the targets Toughness values, their
Leadership is used. Other than this, the To Wound chart is used
as normal. For example, a Leadership 9 model is wounded on
a 5+. A roll of a 1 always fails to inflict a wound. If a Neurodisruptor template touches a vehicle, roll a D3 on the glancing
hits table as the crews brains are partially protected by the
vehicles armour (there is no need for an armour penetration
roll). The Neuro-disruptor has the following profile:
Range: Template

S: 8

Range: 12"

S: 7

AP: 2

Type: Pistol

FUSION PISTOL
These compact, handheld melta weapons are as beautiful as
they are destructive. Fusion pistols have the following profile:
Range: 6"

S: 8

AP: 1

Type: Pistol, Melta

SHREIKER CANNON
These are highly ornamented shuriken cannons and form part
of the ritual weaponry of the Death Jesters. They get their
name from the ammunition they fire, hollow discs impregnated
with genetic toxins that cause their targets to rupture and
explode in a horrific fashion. A Shrieker cannon has the
following profile:

Type: Assault 1

HALLUCINOGEN GRENADES
A Creidann grenade launcher worn by a Shadowseer fires
these to disrupt enemy formations, and confuse the foe.
These count as plasma grenades and double unit size
for the purposes of outnumbering in combat (including for
determining wounds from No Retreat!).

Range: 24"

S: 6

AP: 5

Type: Assault 3, Pinning

Weapons
LANCE
The lance is the most common weapon used amongst the
mounted Exodite warriors. Elegantly constructed from exotic
Eldar materials, in the hands of a skilled warrior they can be
deadly. A model with a lance receives the Furious Charge
special rule.

FUSION LANCE
Due to their combat predilections the Exodites have developed
several different lance weapons built around the same design
as the laser lance. The fusion lance uses a microfusion core
to produce an intense short ranged fusion blast. On the turn a
model with a fusion lance charges they count as having a S8
power weapon. It rolls 2D6 for armour penetration. It may also
be used as a ranged weapon with the following profile:

SHOCK LANCE
Shock lances are most commonly used by the kinsmen driving
the huge megadon herds. They deliver a powerful energy
blast when in contact with the target, merely an annoyance to
a massive megadon, but fatal to anything else. On the turn a
model with a shock lance charges they count as having a S6
close combat weapon.

Range: 6"

S: 6

AP: 4

AP: 1

Type: Assault 1, Melta

PLASMA LANCE
The other most common lance design is the plasma lance.
Using the advanced containment technology of the eldar this
can deliver a rapid burst of plasma blasts. On the turn a model
with a plasma lance charges they count as having a S8 power
weapon. It may also be used as a ranged weapon with the
following
profile:

LASER LANCE
Perhaps the most famous eldar lance weapon, these are
most often seen wielded by the majestic shining spear aspect
warriors. They deliver intense short ranged laser blasts
capable of cutting down almost any target. On the turn a
model with a laser lance charges they count as having a S6
power weapon. It may also be used as a ranged weapon with
the following profile:
Range: 6"

S: 8

Range: 6"

Type: Assault 1, Lance

S: 6

AP: 2

Type: Assault 2

Steeds of the Exodites


PREDATORY
These animals are consumate hunters, capable of stalking
their prey silently through the undergrowth of the maiden
worlds before leaping to attack. Any model with the predatory
special rule counts as being equipped with plasma grenades
and has the move through cover special rule.

RAPTOR
Another reptilian mount in the Exodite stable is the Raptor, a
relative of the Drake. These are wiry, fast predators that are
used as out riders and flankers by the Exodite Barons. Any
model riding a Raptor changes its unit type to Cavalry and
adds +1 to its riders Initiative. In addition the model may roll
2D6 and choose the highest for any Fleet moves. Raptors
confer the Predatory special rule on their rider.

DRAKE
The Drake is a lesser Dragon, fit for the bondsmen and lower
classes that work the land of the nobility. Despite their lower
station, Drakes are still deadly predators, and when the
Exodites go to war many of their kinsmen do so atop a Drake.
Any model riding a Drake changes its unit type to Cavalry and
adds +1 to its riders Toughness. Drakes confer the Predatory
special rule on their rider.

DRAGON
The Pride of the Exodite nobility, Dragons are massive reptilian
hunters, one of the top predators in the forests of the maiden
worlds. Only the nobles are allowed the honour of riding these
beasts, and joining the Dragon Knights is one of the highest
accolades a nobleson can receive. In battle Dragons are all
but unstoppable tearing the enemy to pieces with their claws
and teeth whilst their rider blasts them with his laser lance.
Any model riding a Dragon changes its unit type to Cavalry
and adds +1 to its riders Toughness, Attacks, and Save.
Dragons confer the Predatory special rule on their rider.

10

Psychic Powers
Patriarchs, Magus', and Lesser Magi all count as Psykers. Unless otherwise stated these
powers work automatically and don't require a Psychic Test to function.
TELEPATHIC ORDER
This power allows the psyker to extend the zone of influence
of their Brood Synapse ability. Use at the start of the
Genestealer Cult turn. If the psychic test is passed, the radius
of the Brood Synapse ability is increased by 6" until the start
of the next Genestealer Cult turn.
PSYCHIC WARD
The psyker is particularly useful in countering the abilities of

Armour
SCALY SKIN
All dragons possess some form of scaly skin, a natural
protection from enemy attacks. Models with scaly skin have
a wide variety of armour saves, and there is no one value. A
model possessing scaly skin may have a 6+, 5+, 4+, or even
3+ armour save. The specific save they receive will be in their
profile.

FLAK ARMOUR
Mesh armour is the standard combat armour used by eldar.
It consists of hundreds of thousands of microscopic scales
woven togther so that they flow around the wearer's body. Any
impact causes the mesh to momentarily stiffen, spreading it
out and lessening the blow. A model wearing mesh armour
receives a 5+ armour save.

11

Exodite Army List


USING THE ARMY LISTS

The following pages contain an army list that enables you


to field a Exodite army and fight battles using the scenarios
included in the Warhammer 40,000 rulebook. It also provides
you with the basic information you'll need in order to field an
Exodite army in scenarios you've devised yourself, or that
form part of a campaign.

To make a choice, look in the relevant section of the army


list and decide what unit you want to have in your army, how
many models there will be in it, and which upgrades you want
(if any). Remember that you cannot field models that are
equipped with weapons or wargear not shown on the model.
Once this is done subtract the points value of the unit from
your total points, and then go back and make another choice.
Continue doing this until you have spent all your points. Then
you're ready to do battle!

The army list is split into five sections. All the squads, vehicles,
and characters in the army are placed into one of these
depending upon their role on the battlefield. Each model is
also given a points value, which varies depending on how
effective that model is in battle. Before you choose an army,
you will need to agree with your opponent upon a scenario
and the total number of points each of you will spend. Then
you can proceed to pick your army as described below.

ARMY LIST ENTRIES


Each army list entry consists of the following:

USING A FORCE ORGANISATION CHART

Unit Name: The type of unit, which may also showa limitation
on the maximum number of choices you can make of that unit
type.

The army lists are used in conjunction with the force


organisation chart from a scenario. Each chart is split into five
categories that correspond to the sections in the army list, and
each category has one or more boxes. Each box indicates
that you may make one choice from that section of the army
list, while a dark-toned box means that you must make a
choice from that section. Note that unless a model or vehicle
forms part of a squad or squadron, it is a single choice from
what is available to your army.

Profile: These are the characteristics of that unit type,


including its points cost. Where the unit has different warriors,
there may be more than one profile.
Squad: This shows the number of models in the unit, or the
number of models you may take for one choice from the force
organisation chart. Often this is a variable amount, in which
case it shows the minimum and maximum unit size.
Wargear: This is the unit's standard wargear. Where models
in a unit possesses different different equipment, this will be
noted. Where equipment is noted as 'All' every model comes
equipped with it in addition to any additional equipment they
may be described as having.
Options: This lists the different weapon and equipment
options for the unit and any additional points for taking these
options. It may also include an option to upgrade the squad to
include a character.
Special Rules: This is where you'll find any special rules that
apply to the unit. See the Forces of the Cult section for the
details of these rules.

12

g HQ g
85 points

Baron
Baron

Pts/Model WS BS S T W I
70
6 6 3 3(4) 3 6

Options:
Replace shock lance with one of the following:
- Laser lance for 5 points
- Fusion lance for 15 points
- Plasma lance for 15 points

A Ld Sv
4 10 4+

Unit Type:
Cavalry

May take any of the following:


- Wraithbone barding for 10 points
- Spirit armour for 15 points
- Charm for 10 points

Number/Squad:
1
Wargear:
Shuriken pistol
Shock lance
Mesh armour
Dragon

May take a KinBrother Retinue

Special rules:
Independent Character

Dragonlord
Dragonlord

Pts/Model WS BS S
120
5 0 7

120 points
T W I
6 5 3

Options:
Replace shock lance with one of the following:
- Laser lance for 10 points
- Fusion lance for 20 points
- Plasma lance for 20 points

A Ld Sv
3 10 3+

Unit Type:
Monstrous Creature

May take any of the following:


- Spirit armour for 25 points
- Charm for 10 points
- Wings for 20 points

Number/Squad:
1
Wargear:
Shuriken pistol
Shock lance
Wraithbone barding
Scaly Skin
Special rules:
Furious Charge
Ridden Animal
Fleet

50 points

Seer
Seer

Pts/Model WS BS S
50
5 5 3

T
3

W I
3 5

Options:
Replace shock lance with one of the following:
- Laser lance for 5 points
- Fusion lance for 15 points
- Plasma lance for 15 points

A Ld Sv
1 10 5+

Unit Type:
Infantry

May take any of the following:


- Wraithbone barding for 10 points
- Spirit armour for 15 points
- Charm for 10 points
- Spirit stones for 20 points

Number/Squad:
1-3
Wargear:
Shuriken pistol
Witchblade
Wraith armour
Special rules:
Independent Character
Advisors

May take a KinBrother Retinue

13

w Elites w
20 points each

Dragon Knights
Dragon Knight
Champion

Pts/Model WS BS S T W I
20
4 3 3 3(4) 1 5
+12
5 4 3 3(4) 1 5

Options:
The unit may replace their shock lances with laser lances for
5 points each

A Ld Sv
2 8 4+
3 9 4+

Character:
May upgrade one model to a Champion for 12 points

Unit Type:
Cavalry

The Champion may replace his shock lance with one of the
following:
- Fusion lance for 15 points
- Plasma lance for 15 points

Number/Squad:
5-10
Wargear:
Shuriken pistol
Shock lance
Mesh armour
Dragon

50 points each

0-1 DragonKin
DragonKin

Options:
The unit may replace their shock lances with one of the
following:
- Fusion lance for 15 points
- Plasma lance for 15 points
- Laser lance for 5 points

Pts/Model WS BS S T W I A Ld Sv
50
4 0 6 5 3 3 2 9 4+

Unit Type:
Monstorus Creature
Number/Squad:
1-3

May take wraithbone barding for 10 points per model


The whole unit may upgrade to have wings for 20 points per
model

Wargear:
Shuriken pistol
Shock lance
Scaly Skin
Special rules:
Furious Charge
Ridden Animal
Fleet

14

{ Troops {
8 points each

Kinsmen
Kinsman

Knight

Pts/Model WS BS S
8
3 3 3
+8
4 3 3

T W I
3 1 4
3 1 5

Options:
Up to two models may replace their shuriken catapult with
one of the following:
- Flamer for 5 points
- Fusion gun for 10 points

A Ld Sv
1 8 5+
1 8 5+

Unit Type:
Infantry

Character:
May upgrade one model to a Knight for 8 points

Number/Squad:
10-20

The Knight may take a power weapon for 10 points

Wargear:
Shuriken catapult OR shuriken pistol and close combat
weapon
Mesh armour

The entire unit may upgrade to ride drakes for 4 points per
model
If the unit has upgraded to ride drakes they may replace
their shuriken catapults with lances and shuriken pistols for 2
points each

Special rules:
Fleet

The Knight may replace his shuriken catapult with a shock


lance for 10 points

19 points each

Rangers
Ranger

Pts/Model WS BS S
8
3 4 3

T W I
3 1 4

Special rules:
Fleet
Masters of Stealth
Pathfinders

A Ld Sv
1 8 5+

Unit Type:
Infantry

Options:
The entire unit may upgrade to pathfinders for 5 points per
model

Number/Squad:
5-10
Wargear:
Longrifle
Shuriken pistol
Mesh armour

15

B Fast Attack B
12 points each

Skirmishers
Skirmisher
Knight

Pts/Model WS BS S T
12
3 3 3 3
+8
4 3 3 3

W
1
1

I
5
6

Options:
Up to two models may replace their shuriken catapult with
one of the following:
- Flamer for 5 points
- Fusion gun for 10 points

A Ld Sv
1 8 5+
1 8 5+

Unit Type:
Cavalry

Character:
May upgrade one model to a Knight for 8 points

Number/Squad:
5-10

The Knight may take a power weapon for 10 points

Wargear:
Shuriken pistol
Close combat weapon
Mesh armour
Raptor

The unit may replace their close combat weapons with shock
lances for 4 points each
The Knight may replace his close combat weapon with a
laser lance for 10 points

Special rules:
Outriders

10 points each

Hunting Pack
Hunting Drake
Drakemaster

Wargear:
Hunting drake:
Close combat weapon
Scaly skin

Pts/Model WS BS S T W I A Ld Sv
10
3 0 4 4
1 3 2 7 5+
15
4 3 3 3(4) 1 5 2 8 4+

Unit Type:
Cavalry

Drakemaster:
Shuriken pistol
Beast catcher
Mesh armour
Dragon

Number/Squad:
1 Drakemaster and 10-20 Hunting Drakes

Special rules:
Predatory

16

C Heavy Support C
90 points

Megadon
Megadon

Pts/Model WS BS S
100
3 0 6

T W I
6 6 2

Options:
Must choose two weapons from the following:
- Shuriken cannon for 5 points
- Scatter laser for 15 points
- Eldar missile launcher for 20 points
- Star cannon for 25 points
- Bright lance for 30 points

A Ld Sv
2 8 3+

Unit Type:
Monstrous Creature
Number/Squad:
1

May take one of the following:


- Scythe tail for 5 points
- Club tail for 15 points
- Horns for 20 points

Wargear:
Twin-linked shuriken catapults
Scaly skin
Wraithbone barding
Special rules:
Fearless
Ridden creature

20 points each

Thunder Dragons
Special rules:
Slow and Purposeful

Pts/Model WS BS S T W I A Ld Sv
Thunder Dragon
20
3 3 4 3(4) 2 3 1 8 4+

Options:
One in three models may replace their shuriken cannon with
one of the following:
- Scatter laser for 15 points
- Eldar missile launcher for 20 points
- Star cannon for 25 points
- Bright lance for 30 points

Unit Type:
Infantry
Number/Squad:
3-6
Wargear:
Shuriken cannon
Scaly skin

17

SUMMARY
Unit Types

Ranged Weapons
WS BS

Ld

Sv

Range

S AP Type

Patriarch

10

4+

Laspistol

12"

Pistol

Magus

10

4+

Lasgun

24"

Neophyte Guard

5+

Lascannon

48"

Rapid Fire

2 Heavy 1

Brood Guard

10

4+

Bolt pistol

Genestealer

10

5+

Heavy bolter

12"

5 Pistol

36"

Neophyte

5+

4 Heavy 3

Autocannon

48"

4 Heavy 2

Acolyte

5+

Brood Brother

Meltagun

12"

1 Assault 1, Melta

Plasma gun

24"

2 Rapid Fire

Brood Biker

3(4)

5+

Acolyte Biker

3(4)

5+

Demolition bomb*

6"

3 Ordnance 1, Large Blast

Multi melta

24"

1 Heavy 1

Plasma cannon

36"

2 Heavy 1, Blast

Inferno cannon*

24"

4 Heavy 1

Heavy stubber

36"

6 Heavy 3

Missile launcher (krak)


Missile launcher (frag)

48"
48"

8
4

3 Heavy 1
6 Heavy 1, Blast

Grenade launcher (krak)


Grenade launcher (frag)

24"
24"

6
3

4 Assault 1
6 Assault 1, Blast

Flamer

Template 4

5 Assault 1

*Additional rules found in the Wargear section.

Vehicles
Armour
BS

Front

Side

Rear

Cult Limousine

12

11

10

Chimera

12

10

10

Hellhound

12

12

10

Groundcar

10

10

10

Leman Russ

14

12

10

Leman Russ Demolisher

14

13

11

18

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