BorkBall
The Exodites are Aeldaris that have abandoned their home before The Fall, looking to save themselves 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 and their Paths, many 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 Singer, this team has deployed 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
AELDARI EXODITES Hoamelyng operatives can perform the following unique action:
MOUNT 1AP Treat this action as a Dash action. This operative becomes MOUNTED with a friendly AELDARY EXODITES 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).
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 players' operations.
Whenever a friendly AELDARI EXODITES Megadon operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action.
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 (including any AP spent), or immediately expend it if this operative would become expended as a result of this action's use. If this operative has performed the Charge, Fall Back or Reposition action during its activation, the Hoamelyng operative placed this way cannot perform any of those actions in its activation.
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.
A Cthonian Exo-Breachers team is composed of battle-hardened masters of mantle cracking and asteroid stripping, who normally pledge their skills to Oathbands committed to commercial ventures. With Plasma Cutters capable of melting the most resilient alloys, bodies hardened by decades under extreme atmospheric pressure, and hazard-rigs resistant to radiation and toxins, Cthonian Exo-Breachers have no equals in deep-core operations, and they will readily turn their tools into weapons if anyone stands in the way of their Guild's profit. While their armour's livery may change across decades of contract work, an Exo-Breacher's Guild runes represent a lifelong oath, and their custom-patterned equipment is the highest recognition a Shaftkyn can earn.
FACTION RULES
OATH-BOUND PATTERN ARMOUR UPGRADES
When selecting your operatives, select for each an Oath-Bound PATTERN ARMOUR UPGRADE to gain for the battle. You cannot choose the same PATTERN ARMOUR UPGRADE more than once per battle.
- AUT. TAC. PAY. DIS.
This operative gains the following rule: STRATEGIC GAMBIT: This operative can immediately perform a free Smoke Grenade or Stun Grenade action. The rules for these actions are found in universal equipment. Performing those actions using this rule doesn't count towards their action limits (i.e. if you selected those grenades from equipment).
- BROKHYR PATTERN COWLING
Whenever this operative is fighting or retaliating, Normal and Critical damage of 3 or more inflicts 1 less damage on it.
- DAMPENING WARD RUNES
PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions' distance requirements.
- HAZ-SUIT SEALS
This operative is not affected by damage dealing tokens or markers, nor by the Devastating x weapon rule if the rule starts with a distance and it is not the primary target.
- LEVITATION STRUTS
This operative can ignore all vertical distances whenever it drops and climbs.
- MAGNAFERRITE WEAVE PLATING
Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
- SEISMIC OPTIC LINK
This operative's ranged weapons gain the Balanced weapon rule.
- STABILIZING GYRO-RIGS
This operative is not affected by the Shock weapon rule and you can ignore any changes to its stats (including its weapons' stats).
- TRAUMA-RIG MONITOR
This operative gains the following rule: STRATEGIC GAMBIT: This operative regains up to D3 lost wounds.
- VOID VECTOR CUFFS
This operative can now perform the following unique action: Vector Thrust 1 AP Inflict D3+1 damage on one enemy operative within this operative's control range. This operative's MOVE stat becomes 6".
EXTREME STRIPPING ENVIRONMENTS
Once per turning point, when a friendly CTHONIAN EXO-BREACHERS operative performs the Shoot action, in the Select Weapon step, you can use this rule. If you do, the selected weapon gains your choice of the Saturate weapon rule, or the Range 4", Saturate and Seek weapon rules.
Once per turning point, during a friendly CTHONIAN EXO-BREACHERS operative activation, you can use this rule. If you do, during that activation, it can perform a BREACH or OPERATE HATCH mission action for 1 AP less or ignore the additional 1" necessary to move through Accessible terrain.