Exodite Hunters

Homebrew by rolomics

Elusive exiles of the Aeldari, the Exodites are unique hunters who utilize psychic melodies known as worldsongs to empower their strength and resolve in battles to come. Often riding on the backs of large dinosaurs referred to as dragons, these packs of hunters are typically led by one of many powerful Dragon Knights the Exodites have in their retinue.

Faction Rules: Symphony of the Hunt (see in operative datacards)

Download the dossier PDF that this team comes in along with my homebrew Catachan Devils: https://rolomics.itch.io/kill-team-homebrew-jungle-fury

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Composition

A EXODITE HUNTERS kill team is composed of:

  • 1 EXODITE HUNTERS DRAGON KNIGHT operative
  • 7 EXODITE HUNTERS operatives selected from the following list:
    • HERD SEER
    • MEGADON
    • RANGER
    • SCOUT MARKSMAN with one of the following options:
      • Spliter rifle; fists
      • Wraithbone recurve bow; fists
      • Wraithbone sniper rifle; fists
    • SPEAR OF KURNOUS
    • WOODLAND WARLOCK with one of the following options:
      • Lightning strike; singing spear
      • Shuriken pistol; witchblade
  • WORLDSINGER
  • VETERAN HUNTER

Other than RANGER operatives, your kill team can only include each operative above once.

Common Abilities and Options

Symphony of the Hunt:
You start the battle with a MELODY. As a STRATEGIC GAMBIT in each turning point, you must choose either a BLOODLUST MELODY or a WARDING MELODY. You can spend your MELODY on your friendly operatives and cannot use it again until you gain it back. You cannot use the same MELODY rule more than once per turning point. Each friendly EXODITE HUNTERS operative can only benefit from one MELODY rule per turning point. You immediately gain your MELODY back whenever a friendly EXODITE HUNTERS operative:

  • Incapacitates an enemy operative that has a Wounds stat of 6 or more.
  • Performs the Charge and Fight action within the same activation before the Roll Attack Dice step.

Bloodlust Melody

If you choose this MELODY, you may spend it to choose a friendly EXODITE HUNTERS operative to gain one of the following benefits:

Melody of the Hunter's Vision

  • When: During the operative’s activation or counteraction, and it’s performing a Shoot action.

  • Effect: Before the Roll Attack Dice step, add the Accurate 2 weapon rule to the ranged weapon it’s using until the end of that action.

Melody of a Thousand Cuts

  • When: After the operative performs a Fight action on its activation, and the enemy operative it targeted isn’t incapacitated.

  • Effect: The operative can immediately perform another Fight action for free.

Melody of Ruthless Efficiency

  • When: After the operative incapacitates an enemy operative during its activation.

  • Effect: Until the start of that operative’s next activation, add 1 to its APL stat (to a maximum of 3).


Warding Melody

If you choose this MELODY, you may spend it to choose a friendly EXODITE HUNTERS operative to gain one of the following benefits:

Melody of Sanctuary

  • When: An enemy operative is shooting at the operative.

  • Effect: After the Roll Defense Dice Step, you can re-roll any of your defence dice results of one result (e.g. results of 2).

Melody of the Hidden Hunter

  • When: After the operative ends its activation and it has an Engage order.

  • Effect: You can switch the operative’s order to a Conceal order.

Melody of the Master Duelist

  • When: The operative is retaliating against an enemy operative.

  • Effect: In the Resolve Defense Dice Step, you can immediately block with another attack dice (before your opponent resolves their next attack dice). Your opponent must resolve their next attack dice or the sequence must end before you may use this rule again.

*Concealed Position:
This operative can only use this weapon the first time it’s performed the Shoot action during the battle.

Camo Cloak:
Whenever an operative is shooting this operative:

  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Dragon Knight
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Laser lance (ranged) (Rng 6", Piercing 1, Stun)
4
4+
4/5
Laser lance (melee) (Shock)
4
4+
4/5
Crushing jaws & claws (Brutal, Severe)
5
3+
5/7
Abilities
Greater DragonKnight & Dragon1AP: Order From SongSymphony of the Hunt

Greater Dragon: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

Knight & Dragon: This operative can perform two Fight actions during its activation. If it does, then one of the Fight actions must be made using its laser lance. Additionally, this operative cannot benefit from the MELODY OF A THOUSAND CUTS rule during its activation/counteraction.

Order From Song (1AP): If your current MELODY is WARDING MELODY, once per turning point, select one other friendly EXODITE HUNTERS operative. The selected operative can immediately perform a free mission action.

If your current MELODY is BLOODLUST MELODY, once per turning point, select one other friendly EXODITE HUNTERS operative. The selected operative can immediately perform a free Fight or Shoot action.

This operative cannot perform this action while within control range of an enemy operative.

Exodite Hunters, Aeldair, Dragon, Maiden World, Leader, Dragon Knight
Herd Seer
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Spirit lantern (Psychic, Rng 8", Torrent 1", *Soul Tempest)
4
3+
2/2
Fists
3
3+
2/3
Abilities
*Soul Tempest1AP: Command DragonSymphony of the Hunt

*Soul Tempest: Once per turning point, in the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Soul Tempest tokens (if it doesn’t already have one). Until the end of the turning point, whenever an operative with one of your Soul Tempest tokens would activate, you can roll one D6: if the result is higher than that enemy operative’s APL stat, they cannot activate it during this activation. If there are no other enemy operatives eligible to be activated, this rule has no effect.

Command Dragon (1AP): Select one friendly EXODITE HUNTERS DRAGON KNIGHT or MEGADON operative. That operative can immediately perform one free action, but it cannot move more than 3" during that action.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly EXODITE HUNTERS DRAGON KNIGHT or MEGADON operative isn’t in the killzone.

Exodite Hunters, Aeldari, Maiden World, Psyker, Herd Seer
Marksman
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Splinter rifle (Lethal 5+)
4
3+
2/4
Wraithbone recurve bow
precise (Piercing 1)
4
3+
4/5
explosive (Blast 2", Saturate)
4
2+
2/3
Wraithbone sniper rifle
mobile (Piercing 1)
4
3+
3/4
stationary (Dev 3, Heavy, Piercing 1, Silent)
4
2+
3/3
concealed (Dev 3, Heavy, Piercing 1, Silent, *Concealed Position)
4
2+
3/3
Fists
3
3+
2/3
Abilities
*Concealed PositionCamo CloakSymphony of the HuntVigilant Marksman

Vigilant Marksman: This operative can perform the Guard action during its activation regardless of the killzone (see close quarters rules, Kill Team: Tomb World).

When using the close quarters rules, once per turning point, after this operative performs a free Shoot action on guard, it can immediately perform a free Guard action. However, if it does, it cannot counteract (nor Guard twice if it’s counteracted).

Exodite Hunters, Aeldari, Maiden World, Scout Marksman
Spear of Kurnous
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hunter glaive (Severe, Lethal 5+)
4
3+
5/6
Abilities
Glory for Kurnous!Relentless FighterSymphony of the Hunt

Glory for Kurnous!: Once per turning point, if this operative retains any critical successes after the Roll Attack Dice step while fighting an enemy operative, if you don’t have a MELODY, then you gain it back.

Relentless Fighter: Whenever this operative incapacitates an enemy operative, this operative can immediately perform a free Charge action but cannot move more than 3". If you use this rule, this operative cannot benefit from the MELODY OF RUTHLESS EFFICIENCY rule during its activation.

Exodite Hunters, Aeldari, Maiden World, Spear of Kurnous
Megadon
A 2
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
Rending talons (Rending)
5
3+
4/5
Abilities
Lesser DragonSymphony of the Hunt

Lesser Dragon: If a friendly EXODITE HUNTERS HERD SEER is in the killzone, this operative can perform mission actions; otherwise, it cannot perform any actions other than Charge, Dash, Fall Back, Reposition, and Fight.

Exodite Hunters, Dragon, Maiden World, Megadon
Veteran Hunter
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Faolchu (Rending, Saturate, Seek Light, Silent)
4
3+
1/2
Splinter rifle (Lethal 5+)
4
3+
2/4
Power weapon (Lethal 5+)
4
3+
4/6
Abilities
Experienced HunterFaolchu's BondSymphony of the Hunt

Experienced Hunter: While this operative is in the killzone, you can spend 0CP on the Eyes of the Hunt firefight ploy if this operative is selected as the other friendly EXODITE HUNTERS operative within 6" of the enemy operative

Faolchu's Bond: The first time during each turning point that this operative is retaliating, if it hasn’t used its Faolchu ranged weapon during this turning point, in the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).

Exodite Hunters, Aeldari, Anhrathe, Maiden World, Veteran Hunter
Woodland Warlock
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Lightning strike (Psychic, 2" Dev 1)
4
3+
4/3
Shuriken pistol (Rng 8", Rending)
4
3+
3/4
Singing spear (Psychic, Shock)
4
3+
3/4
Witchblade (Psychic, Severe)
4
3+
4/5
Abilities
1AP: Eldritch Storm1AP: Psychic GuidanceSymphony of the Hunt

Eldritch Storm (1AP): PSYCHIC. Place your Eldritch Storm marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Whenever an enemy operative is within 4” of your Eldritch Storm marker, worsen the Hit characteristic on its weapons by 1. When this operative is next activated, is incapacitated, or this action is performed again (whichever comes first), remove that marker.

This operative cannot perform this action while within control range of an enemy operative.

Psychic Guidance (1AP): PSYCHIC. Select one friendly EXODITE HUNTERS operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until it’s incapacitated, or until this action is performed again (whichever comes first), that selected operative adds the Lethal 5+ weapon rule for one weapon. Additionally, if that selected operative has the PSYKER keyword, it adds the Lethal 4+ weapon rule instead for one weapon.

This operative cannot perform this action while within control range of an enemy operative.

Exodite Hunters, Aeldari, Maiden World, Psyker, Woodland Warlock
Worldsinger
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Piercing melody (Psychic, Lethal 5+, Piercing 1)
4
3+
4/5
Infectious hum (Psychic, Blast 2", Stun)
5
3+
1/2
Witch staff (Psychic, Shock)
4
3+
3/4
Abilities
1AP: Song of Blood1AP: Song of HealthSymphony of the Hunt

Song of Blood (1AP): PSYCHIC. Select one enemy operative visible to and within 6” of this operative and give them one of your Blood Song tokens. Whenever an attack dice inflicts damage of 3 or more on that enemy operative, roll one D6: on a 4+, add 1 from that inflicted damage. When this operative is next activated, is incapacitated, or this action is performed again (whichever comes first), remove that token.

This operative cannot perform this action while within control range of an enemy operative.

Song of Health (1AP): PSYCHIC. Select one friendly EXODITE HUNTERS operative visible to and within 6” of this operative. That operative regains up to 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.

Exodite Hunters, Aeldari, Maiden World, Psyker, Worldsinger
Ranger
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Ranger long rifle
mobile
4
3+
3/4
concealed (Dev 3, Heavy, Silent, Concealed Position*)
4
2+
3/3
Shuriken pistol (Rng 8", Rending)
4
3+
3/4
Fists
3
3+
2/3
Abilities
*Concealed PositionCamo CloakSymphony of the Hunt
Exodite Hunters, Aeldari, Maiden World, Ranger
Equipment

Hunting Bolas:
After revealing this equipment option, roll one D3. Friendly EXODITE HUNTERS operatives (excluding MEGADON) can use the following unique action a number of times during the battle equal to the result:

Hunting Bola (1AP):

  • Select one enemy operative visible to and within 6” of this operative. Roll one D6. If the result of the roll is under that operative’s Save stat, that operative gains one of your Bola tokens if it doesn’t have one. Whenever that enemy operative activates/counteracts, that enemy operative cannot perform a Reposition, Dash, Charge, or Fall Back action unless it spends 1AP to remove the Bola token.
  • This operative cannot perform this action while within control range of an enemy operative.

Spirit Stones:
Once per turning point, whenever an operative that has the PSYKER keyword is shooting a friendly EXODITE HUNTERS operative or is shooting with a weapon that has the PSYCHIC weapon rule, that ranged weapon cannot inflict damage on that friendly operative. For the effects of PSYCHIC actions, that friendly operative cannot be selected and is never treated as being within those actions’ required distances. The enemy operative must choose another operative as the new target.


Musical Instruments:
Once per turning point, you may switch your current MELODY(switch between BLOODSONG MELODY or WARDING MELODY).


Hunting Knives:
Friendly EXODITE HUNTERS operatives have the following melee weapon:

NameATKHITDMG
Hunting Knife34+3/4

Ploys

Firefight - Ancestral Protection:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly EXODITE HUNTERS operative. If your current MELODY is WARDING MELODY, ignore that inflicted damage.


Firefight - Eyes of the Hunt:
Use this firefight ploy when a friendly EXODITE HUNTERS operative is shooting an enemy operative. Until the end of that action and before the Roll Attack Dice step, while another friendly EXODITES HUNTERS operative is visible to and within 6” of the target, the friendly operative shooting gains the Seek Light weapon rule on its ranged weapons, and the target cannot be obscured for that action.


Firefight - Spiritual Vengeance:
Use this firefight ploy when a friendly EXODITE HUNTERS operative is incapacitated within 3" of the enemy operative that incapacitated it. If your current MELODY is BLOODLUST MELODY, that enemy operative gains one of your Soul Tempest tokens (see on HERD SEER operative datacard). Note, you can still use the rules of the Soul Tempest rule from this ploy even if the HERD SEER operative is incapacitated. You cannot use this firefight ploy if an operative on the killzone already has one of your Soul Tempest tokens.


Firefight - Sudden Ambushers:
Use this firefight ploy after rolling your attack dice for a friendly EXODITE HUNTERS operative that changed its order from Conceal to Engage at the start of its activation. You can re-roll any of your attack dice.


Strategic - Bloody Hunters:
Whenever a friendly EXODITE HUNTERS operative is shooting against or fighting against a wounded enemy operative and your current MELODY is BLOODLUST MELODY, that friendly operative’s weapons have the Balanced weapon rule.


Strategic - Pack Like No Other:
While a friendly EXODITE HUNTERS DRAGON KNIGHT operative is in the killzone, you can ignore any changes to the stats of other friendly EXODITE HUNTERS operatives from being injured (including their weapons’ stats). This effect ends once that friendly DRAGON KNIGHT operative is incapacitated and can no longer be used again.


Strategic - Psychic Shielding:
Whenever your current MELODY is WARDING MELODY, friendly EXODITE HUNTERS operatives worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.


Strategic - Swift Exiles:
Whenever a friendly EXODITE HUNTERS operative performs the Dash or Fall Back action, you can spend 1AP less to perform it. Each friendly operative can only benefit from this effect for one action during their activations (in other words friendly operatives cannot perform a Dash and Fall Back action for 1AP less each in the same activation).


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.