Aeldari Exodites

Homebrew by BorkBall

Exodites are Aeldaris that have abandoned their home planets before The Fall, looking to save theimselves and their kind from the excesses it dabbled in. Millennia after the rise of Slaanesh, Exodites continue living largely primitive lives on their Maiden Worlds, coexisting with Dragons. Not unlike the Aspect Warriors of the craftworlds, Exodite warriors dedicate their entire lives to mastering their distinctive MOUNTED fighting and hunting style, but they do not shy away from more advanced energy weaponry capable of taking down the most armoured of foes. From the razor-sharp claws of their Megadons to the melodious sorceries of the World Singers, this team has employed its weapons against the enemies of Aeldaris across the galaxy, supporting craftworlds and ensuring visions of ruins their World Spirits conjure do not come to pass.

FACTION RULES

DRAGON CAVALRY

Whenever a friendly AELDARI EXODITES operative becomes MOUNTED, remove the models of both the Dragon and Hoamelyng operatives that have become MOUNTED, and place the corresponding Dragon Cavalry model in the same position the Dragon operative that was MOUNTED was in. This operative has the weapons, keywords, rules and special actions and is carrying the same markers that the two operatives removed this way did, in addition to the Dragon Cavalry keyword (taking precedence over other rules). It has the Movement, the Save and the Wound Stat of the Dragon operative removed this way, and an APL stat of 3. When the Dragon Cavalry operative is incapacitated, before it is removed, place the Hoamelyng operative's model within its control range, then remove the Dragon Cavalry operative. The Dragon operative removed when placing the Dragon Cavalry model counts as incapacitated as though it was the Dragon Cavalry model for the purposes of both players' operations.

AELDARI EXODITES Hoamelyng operatives can perform the following unique action:

MOUNT 1AP Treat this action as a Dash action. This operative becomes MOUNTED to a friendly AELDARY EXODITS Dragon operative in its control range of your choice. Continue with the resulting Dragon Cavalry's operative activation as though it was this operative (this includes other spent AP, if any).

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

AELDARI EXODITES Dragon Cavalry operatives can perform the following unique action:

DISMOUNT 1AP Treat this action as a Dash action. This operative is removed from the killzone. Place the Dragon operative that was removed to place this operative with the center of its base where the center of this operative's base was; then, place the Hoamelyng operative within the control range of the Dragon operative it was MOUNTED on. After this, the Dragon operative is immediately expended and immediately activate the Hoamelyng operative, and treat it as though it had already performed a Dash action. If this operative has performed the Charge, Fall Back or Reposition action during its activation, the Hoamelyng operative place this way cannot perform any of those actions in its activation.

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

STALKING PREDATORS

Whenever a friendly AELDAR EXODITES operative is activated, if it is not visible to enemy operatives or if it both has Light or Heavy terrain within its control range and is within 3" of another friendly AELDARI EXODITES operative, its weapons gain the Devastating 1 weapon rule until the end of its activation.

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Composition

2 Aeldari Exodites Dragon Knight operatives

3 Aeldari Exodites operatives selected from the following list:

  • World Singer operative
  • Dragonsinger operative
  • Sky Rider operative
  • Kurnite Hunter operative
  • Windrider operative

3 Aeldari Exodites operatives selected from the following list:

  • Megadon
  • Brachiosaur
  • Pterosaur (counts as half a selection)

Other than Dragon Knight, Megadon and Pterosaur operatives, your kill team can include each operative on this list only once. Your kill team can include only up to two Megadon operatives and up to two Pterosaur operatives.

Common Abilities and Options

Large:
Whenever your opponent is selecting a valid target, Megadon operatives cannot use Light terrain for cover. While this can allow operatives to be targeted (assuming they're visible), it doesn't remove their cover save (if any).

This operative cannot perform mission actions other than Operate Hatch or use weapons that are not on its datacard.

Dragon Knight
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Range 8", Rending)
4
3+
3/4
Laser Lances (Range 3", Piercing 1)
4
3+
4/5
Laser Lances (Lethal 5+)
4
3+
4/6
Abilities
1AP: Savage Strike

Savage Strike (1AP): Whenever this operative's is ready and MOUNTED on a Megadon and they end the Fight action, if it is not incapacitated, you can use this rule. If you do, this operative can perform a free Shoot action, it must use its Laser Lances weapon profile to do so, it can target enemy operatives even though they are within its control range, and it cannot select any other enemy operatives as targets.

Aeldari Exodites, Aeldari, Hoamelyng, Dragon Knight
World Singer
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Range 8", Rending)
4
3+
3/4
Shocking Apparition (PSYCHIC, 2" Devastating 2)
4
3+
4/3
Witchblades (PSYCHIC, Shock)
4
3+
3/5
Abilities
1AP: Hide Their Spark1AP: Soul Heal

Hide Their Spark (1AP): - PSYCHIC. Select one friendly AELDARI EXODITES Megadon or Brachiosaur operative visible to this operative. Ignore its Large rule until the end of its next activation.

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

Soul Heal (1AP): - PSYCHIC. Select one friendly Aeldari Exodite operative visible to and within 6" of this operative. That operative regains 2D3 lost wounds.

  • This operative cannot perform this action while within control range of an enemy operative.
Aeldari Exodites, Aeldari, Hoamelyng, Psyker, World Singer
Dragonsinger
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Wraithbow
Stealth (Seek Light, Severe, Stun, Silent)
4
3+
2/3
Concentrated (Lethal 5+, Piercing Crits 1)
5
3+
3/4
Power Blades (Ethereal Stance)
4
3+
4/6
Abilities
DragonbondEthereal Stance

Dragonbond: PSYCHIC. Weapons of friendly Dragon operatives within 8" of this operative have the Accurate 1 weapon rule.

Ethereal Stance: PSYCHIC. Whenever this operative is fighting or retaliating, each of its blocks can be allocated to block two unresolved successes (instead of one).

Aeldari Exodites, Aeldari, Hoamelyng, Psyker, Dragonsinger
Sky Rider
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Catapult (Rending)
4
3+
3/4
Creidann Pack Grenade Launchers (Range 12", Blast 2", Devastating 2)
4
2+
3/3
Fists
3
3+
2/3
Abilities
Breeze's Whispers2AP: Unseen Flight

Breeze's Whispers: STRATEGIC GAMBIT. Select one enemy operative visible to and within 12" this operative. Once during this turning point, after that enemy operative performs an action in which it moves, this operative can immediately perform a free Shoot action, but it cannot select any other enemy operative as target.

Unseen Flight (2AP): If you do, this operative can perform a free Reposition and a free Shoot action. This operative's weapons gain the Seek weapon rule until the end of this special action, when determining the height between operatives for Vantage terrain rules, treat that friendly operative as being 3" higher than it currently is, and it must perform the Shoot action during the Reposition action. This operative cannot be the target of a Shoot action during this special action.

If this operative does not have the Dragon keyword, this action has no effect.

Aeldari Exodites, Aeldari, Hoamelyng, Sky Rider
Kurnite Hunter
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Wraithbow
Stealth (Seek Light, Severe, Shock, Silent)
4
3+
2/3
Concentrated (Lethal 5+, Piercing Crits 1)
5
3+
3/4
Hunting Spears (Range 6", Piercing 1, Silent)
4
3+
3/5
Power Knives (Rending)
4
3+
4/5
Abilities
Bladed StanceTough Hide

Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your sucesses before the normal order. If you do, that success must be used to block.

Tough Hide: When this operative is fighting or retaliating, Normal and Critical damage of 4 or more inflicts 1 less damage on it.

Aeldari Exodites, Aeldari, Hoamelyng, Kurnite Hunter
Windrider
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Energy Javelin (Range 8", Saturate, Limited 1)
4
2+
4/5
Fusion Rifle (Devastating 3, Heavy (Dash only), Piercing 1, Silent)
4
2+
3/3
Fists
3
3+
2/3
Abilities
Windrider

Windrider: Whenever this operative performs an action in which it moves, it can FLY.

Aeldari Exodites, Aeldari, Hoamelyng, Windrider
Megadon
A 2
M 6"
S 4+
W 11
Weapons
ATK
HIT
DMG
Fangs and Claws (Lethal 5+, Rending)
5
3+
4/6
Abilities
LargeRavenous Instincts

Ravenous Instincts: Whenever this operative ends the Fight action, if it's no longer within control range of enemy operatives, it can immediately perform a free Charge action (even if it's already performed the Charge action during that activation), but it cannot move more than 3" during that activation.

This operative can perform two Fight actions in the same activations (taking precedence from action restrictions).

Aeldari Exodites, Dragon, Megadon
Brachiosaur
A 2
M 5"
S 3+
W 11
Weapons
ATK
HIT
DMG
Howdah
Starcannon (Heavy (Dash only), Devastating 4, Piercing 2)
4
3+
6/3
Scatter Lasers (Torrent 2", Rending)
4
2+
4/5
Bash (Punishing)
4
5+
4/5
Abilities
Guided AimLarge

Guided Aim: Whenever this operative is MOUNTED, its weapon profiles gain the Ceaseless weapon rule.

Aeldari Exodites, Dragon, Megadon
Pterosaur
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Monstrous Shriek (Range 8", Saturate)
4
4+
3/4
Claws
3
3+
3/4
Abilities
Flying MountSmall

Flying Mount: This operative can be MOUNTED only with friendly AELDARY EXODITES Sky Rider operatives.

Small: Whenever this operative has a conceal order and is in cover, it cannot be selected as a target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

This rule has no effect while this operative is mounted.

Aeldari Exodites, Dragon, Pterosaur
Equipment

Melody of Sanctuary:
Once per battle, when an attack dice inflicts Normal Dmg on a friendly AELDARI EXODITES Hoamelyng operative, you can ignore that inflicted damage.


Pinning Tusks:
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly AELDARI EXODITES Dragon operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll two D6s, or three if that enemy operative has a Wound stat of 8 or less. If any result is a 4+, than enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it), and you cannot use this rule again during this turning point.


Spiked Limbs:
Friendly AELDARI EXODITES Dragon operatives can perform the following unique action:

SPIKED CHARGE 0AP You can use this rule after this operative performs a Charge action. Inflict 1 damage on one enemy operative within this operative's control range.


Aethersense:
Once per turning point, you may immediately expend a friendly AELDARI EXODITES Hoamelyng operative rather than activate one. If you do, you gain 1 CP.


Ploys

Firefight - Arranged Trap:
Use this firefight ploy during an enemy operative's activation and at the end of any action. Select one friendly AELDARI EXODITES operative. It can immediately perform a free Fight action. After you perform that action, subtract 1 from that operative's APL stat until the end of its next activation.


Firefight - Melody of the Hidden Hunter:
Use this firefight ploy at the end of any operative's activation. Select one friendly AELDARI EXODITES operative that has Light or Heavy terrain within its control range or with part of its base underneath Vantage terrain. Change that operative's order to Conceal.


Firefight - Instantaneous Reflexes:
Use this firefight ploy when an operative is shooting a friendly AELDARI EXODITES operative, when you collect your defence dice. Change the attacker's retained critical successes to normal successes (any weapon rules they've already resolved aren't affected, e.g. Piercing Crits).


Firefight - Acrobatic Maneuver:
Use this firefight ploy during a friendly AELDARI EXODITES Hoamelyng's activation when it performs the Mount or Dismount action. If it is performing the Mount action, it may mount any friendly AELDARI EXODITES Dragon operative within 3" rather than within its control range. If it is performing the Dismount action, it may be placed whitin 3" of its mount rather than within its control range.


Strategic - On the Trail:
Friendly AELDARI EXODITES Dragon operatives' weapons have the Balanced weapon rule.


Strategic - Pack Tactics:
Friendly AELDARY EXODITES Hoamelyng operatives' weapons have the Punishing weapon rule as long as they are within 6" of another friendly operative.


Strategic - Ready to Strike:
Up to D3 friendly AELDARI EXODITES operatives can immediately perform a free Dash, Dismount or Mount action in an order of your choice. This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first turning point.


Strategic - Ominous Warning:
Whenever an operative is shooting a friendly AELDARI EXODITE operative that has light or heavy terrain within its control range or with part of its base underneath Vantage terrain, you can re-roll one of your defence dice.


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.