Exodite armies may be led by any one of three HQ types. The most common HQ choice is a Great Dragon (Wild Rider
Chief), the greatest leader amongst a given Exodite clan. He is often accompanied by a Retinue of elite Knights
(Kinsmen), and may even be accompanied by a Clan Memory (Farseer), riding a Dragon (Jetbike), of course! The
Memory in some instances will lead a small warband by herself, but even if a Clan is fortunate enough to have
two Clan Memories, they will never be fielded in a single force. |
At times, a Memory will lead a small cadre of Dragontamers
(Warlocks), but usually these warrior-psychics are few in number, and themselves lead squads of
Knights or Squires. Finally, in times of great crisis, the Clan Memory can summon forth an
avatar of the Earthmother, a Spirit of Isha (Avatar) to lead her people!
Rules Note: All weapons upgrades and wargear options as listed, but Farseers and Warlocks should typically be
fielded riding Jetbikes. |
Landwyrm (Wraithguard)
Exodite armies only extremely rarely will include any Aspect Warriors, as Exodites do not follow any Paths
themselves -- Aspect Warriors would necessarily have to come from a Craftworld. A few Exodite warrior cults do
simulate to some extent the combat prowess of some Aspects, such as the Kurnous Wardancer cults of the Northern
Galactic Rim (Banshees), but these are rare. Sometimes also Harlequin troupes will temporarily lend their more
feral cousins a hand. More commonly, although still not frequent, Exodite Dragontamers (Warlocks) have managed
to tame vicious indigenous reptiles known generally as Landwyrms (Wraithguard), capable even of spitting highly
corrosive acid that can eat through solid plate duranium!
Rules Note: Wraithguard must be accompanied by a Warlock, who does not need to ride a Jetbike. Exodite armies
typically include no more than one or two Tank-type vehicles (which include Wave Serpents). Rules for Harlequin
units, and how they may be taken in non-Harlequin Eldar armies, can be found in Citadel Journal #39. |