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Thread: Codex Exodites 0.1

  1. #1

    Codex Exodites 0.4 (updated!)

    Codex Exodites 0.4


    Hey everybody. I spent the last few days in total geekery and the result of that is what you can see in the link on top of this pager. I used the Exodite Online Codex, which seems to have died as well as Agis Neugebauer's Codex Exodites for inspiration and hope I did okay.

    The codex is still in an extremely early stage and that is why I uploaded it here. I want to collect ideas and suggestions on how to improve and balance the codex.
    I can also always use aid with spelling, capitalization, punctuation and plain old phrasing.

    If you would like them in there you can also send me images, drawings, paintings and miniature photographs of exodites. Please only submit original material or material the creator is agreeing with publishing in this codex-

    Of course any other C&C is welcome.

    Update to 0.4 is out
    -This is mainly due to copyright issues, but I believe everything is in order now.
    -Blast weapons have been replaced with shuriken weapons all around
    -accordingly militia went down to 9 points for their effectiveness as a ranged unit sinks greatly with the range

    Previous updates:

    Update 0.3
    -Megadon has been split up into Megadon and Carnosaurus. Carnosaurus is a stronger melee type and moves faster than the Megadon, while Megadon is more resilient to damage and has access to more heavy weapons than the Carnosaurus. Also the Megadon can be fielded in herds of up to three Megadons
    -Further i split the Carnosaur Lord (former Megadon Lord) off the Highborn Entry and made it a separate one.
    -I also did some ammendments on mounts. Raptors have +2 Attacks again but are not allowed to carry heavy weapons or any lances (to avoid a 60 attack Laser lance charge from Household guard)
    -tuned down Household guard from 2 to 1 attack. And the captain accordingly from 3 to 2 to weaken any other raptor attack hail madnesses.
    -Isha's Grace is now no more a Fortune ripoff
    -Bladedancers were thrown out
    -Militia is now 10 points because of their advantages toward Guardians and lost the close combat option that was a bit lost without any means of transportation anyhow.
    -Exodite Special Rule's Stealth now applies to not only forest. This makes more sense as hiding should not be more complicated for them anywhere than it is in forests. Either you're good at it or you're not. Also makes the army less dependent on the kind of gaming table.
    -Guerilla tactics has been changed to something that is not a slightly different version of the Autarch special rules. Instead it's more like Eldrad's divination
    -Reduced all I scores above 6 to 6 (except those granted by equipment bonus)
    -Made Terrorwings slightly more expensive.

    Codex updated to version 0.2
    - Wild hunters down to 10 points each
    - Dragoons raised to 45 points each
    - Bladedancers moved to the troops section
    - Make Wind Knights have more heavy weapon options
    - Reduced cost for Seer's Restore power to 15 points and removed heal from his options.
    - Reduced Dragon Militia to 15 pts/model
    - Made spirit shield available to only Lords and Heroes, not megadon lords
    - Replaced twin-linked Lasblasters from Wind Knights and Dragon Militia with single Lasblasters
    - Made Lance weapons cheaper for Highborn
    - Added Lasblaster and option to replace it with a blastcannon to Terrorwings
    - Added close combat options to Terrorwings
    - Removed weapon mount team from Militia squad and replaced it with up to two heavy weapons per squad
    - Added Exodite Missile Launcher to arsenal. Basically a more primitive version of eldar Missile launcher
    - Added a laser lance to the Megadon's Wargear and other lances to options
    - Removed Riders rules from megadon in favor of one extra regular attack and having weapons apply to them normally. Megadon glaives rewritten. Megadon lords have 5 attacks and cost 130 points now.
    Last edited by Threeshades; 24-07-2009 at 03:19.
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  2. #2

    Re: Codex Exodites 0.1

    Ooookay. This thing went straight to page 3 before I even knew it was posted Well At least now I know more about the workings of this forum.
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  3. #3
    Big Scary Robot Wintermute's Avatar
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    Re: Codex Exodites 0.1

    I'm moving this thread to the Rules Development forum.

    Wintermute
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  4. #4

    Re: Codex Exodites 0.1

    I'm not too familiar with the Exodites, but I'll look over what ya got so far and give ya some feedback.

  5. #5

    Re: Codex Exodites 0.1

    Thanks. And also thanks for moving it. I hope there will be some more feedback.
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  6. #6
    Chapter Master Darwin_green's Avatar
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    Re: Codex Exodites 0.1

    honestly, it would be easier to make exodites an supplement to the current eldar codex rather than make a whole new codex.

    just add stats for units like exodite dragon knights, pirates(the corsair kind) and make most technological units 0-1 choices.

    They're still eldar, they just have less stuff.
    Tyger Tyger. burning bright,
    In the forests of the night:
    What immortal hand or eye,
    Could frame thy fearful symmetry?

  7. #7

    Re: Codex Exodites 0.1

    Quote Originally Posted by Darwin_green View Post
    honestly, it would be easier to make exodites an supplement to the current eldar codex rather than make a whole new codex.

    just add stats for units like exodite dragon knights, pirates(the corsair kind) and make most technological units 0-1 choices.

    They're still eldar, they just have less stuff.
    They arent always dragged around the galaxy by Craftworld eldar. And they also dont always have craftworld eldar ready to fight with them when their worlds are attacked.

    Exodites aren't just Eldar with less stuff. They dont have the Eldar paths because they didnt fall to the same decadence the craftworld eldar and dont need to focus themselves to aspect paths in order to prevent falling back into it. Also their technology didnt advance as much since the fall which is why they dont have shuriken weapons for instance. They have established an entirely different way of life and along wiht it a different style of warfare.

    It's like saying Space Marines are Imperial Guard with better equipment.

    Also even Space Marine Chapters get entirely independent codizes these days. So why not? Plus, I've already written up most of it, so why would I go and trash it now?

    Besides that I wanted the possibility to make an opportunity to create an entire Exodite army with their own flair instead of just a half-assed attachment to the Eldar. An entirely independent codex Exodites gives the opportunity for a completely different style of army, that hasnt been there so far. An all-cavalry army.
    Last edited by Threeshades; 09-04-2009 at 03:23.
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  8. #8
    Chapter Master Darwin_green's Avatar
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    Re: Codex Exodites 0.1

    all the exodites were in 2nd ed were a neat little cavalry option. I don't know why people get so up on arms over it.

    I loved exodites too. but I think all you really need is to limit some options in the craftworld list and put the focus more on the "outsiders" like pirates(not dark eldar), rangers and harliquins. and add a few exodite cavalry units.

    maybe make an option to give a Autarch(Exodite Prince) a carnorsaur or dragon(winged or cavalry) option.

    and for you fluff bunnies, they still kept in touch with their Craftworld brethren anyways, and often a safe haven for rangers and the like. So they could always get "new" stuff and support from the craftworlds.

    simplicty is key. not a fan-made list with 6 pages of special rules.
    Tyger Tyger. burning bright,
    In the forests of the night:
    What immortal hand or eye,
    Could frame thy fearful symmetry?

  9. #9

    Re: Codex Exodites 0.1

    Quote Originally Posted by Darwin_green View Post
    all the exodites were in 2nd ed were a neat little cavalry option. I don't know why people get so up on arms over it.

    I loved exodites too. but I think all you really need is to limit some options in the craftworld list and put the focus more on the "outsiders" like pirates(not dark eldar), rangers and harliquins. and add a few exodite cavalry units.

    maybe make an option to give a Autarch(Exodite Prince) a carnorsaur or dragon(winged or cavalry) option.

    and for you fluff bunnies, they still kept in touch with their Craftworld brethren anyways, and often a safe haven for rangers and the like. So they could always get "new" stuff and support from the craftworlds.

    simplicty is key. not a fan-made list with 6 pages of special rules.
    If you like it better that way, go ahead. But I like it better this way, as many others do too.
    I like an exodite codex that is not just a craftworld eldar spin-off. Space marines and Imperial guard also work together, probably even more, yet they aren't that intermingled. And I know in 2nd Edition Exodites were an optional unit (and Character) for craftworld Eldar. But I think they deserve to have their own list. And I'm not the only one who thinks so, as can be seen by the earlier Exodite projects that I've mentioned in the opening post. Pirates and Harlequins (who by the way have their own place in Codex Eldar) also have fancodex works about them.

    So if you think they should just be splatted into codex Eldar with two or three units and then can be run with. That's nice you can do that.
    But leave those who think that they could be their own army with their own style to do it the way they think it's good. You don't have to play by it, do you?
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  10. #10
    Chapter Master Darwin_green's Avatar
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    Re: Codex Exodites 0.1

    but it seems a bit much to expect people to convert every little model to match it. why not make it more gradual so they don't have to commit so much time and effort?
    Tyger Tyger. burning bright,
    In the forests of the night:
    What immortal hand or eye,
    Could frame thy fearful symmetry?

  11. #11

    Re: Codex Exodites 0.1

    Quote Originally Posted by Darwin_green View Post
    but it seems a bit much to expect people to convert every little model to match it. why not make it more gradual so they don't have to commit so much time and effort?
    As I said, if you dont want it, dont use it.

    Im not expecting anyone to do anything. Some people like to convert. Some don't. Those who don't like it, are free to make their own rules.
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  12. #12
    Chapter Master Darwin_green's Avatar
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    Re: Codex Exodites 0.1

    then what's the point?
    Tyger Tyger. burning bright,
    In the forests of the night:
    What immortal hand or eye,
    Could frame thy fearful symmetry?

  13. #13
    Commander Ambience 327's Avatar
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    Re: Codex Exodites 0.1

    Let me start by saying I agree with Threeshades - a dedicated codex is definately the way to go if you really want to play an army like the Exodites. True, you won't be able to play it in tournaments and such, but if you're like me, it's having a truly unique army to play with your friends that is the draw for something like this.

    Now, I've had a look at the list, and it isn't bad. It has a few rough spots that could use some work, but all told it looks like you've put some thought into it.

    My major complaint is that, like many Exodite lists I've seen over the years, this suffers from "Craftworld Eldar crossed with WHFB Wood Elves Syndrome", or CECWWHFBWES for short.

    What I mean is, it looks like you're trying to just take a lot of ideas from the Craftworld Eldar army list and cram Wood Elf themes over top of them, with a smidgen of dinosaurs here and there. You end up creating a list that plays just a little differently from standard Craftworld Eldar (although it looks quite a bit different).

    I think one reason people do this is that they think if they keep their ideas close enough to craftworld Eldar in style, they'll still be able to create a playable army with the Eldar list for tournaments or campaigns where their Codex is not accepted.

    I have been working on an Exodite codex for over a year now, and it is designed with a very specific theme in mind. I'm not quite ready to showcase it just yet, but the primary design goal was to make an army that would play unlike any other army in the current 40K lineup. I think I've achieved that, and with a bit more work it will be ready to show off and get feedback.

    That said, I don't want to completely derail your thread. When I have a bit more time, I'll come back and give you a few thoughts on things I think might help your list out a bit.

  14. #14
    Chapter Master Darwin_green's Avatar
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    Re: Codex Exodites 0.1

    I think my biggest complaint is that people are simply making up like 90% of what exodites are supposed to be.

    Unfortunatly I sold my 2nd ed codex years ago, but where are people getting all of this stuff from?

    are people making a whole army based of this little picture?
    http://www.pbase.com/brimstone/image...1/original.jpg

    don't forget they had exo-walker suits that were pretty much war-walkers too.
    Tyger Tyger. burning bright,
    In the forests of the night:
    What immortal hand or eye,
    Could frame thy fearful symmetry?

  15. #15

    Re: Codex Exodites 0.1

    Quote Originally Posted by Ambience 327 View Post
    Let me start by saying I agree with Threeshades - a dedicated codex is definately the way to go if you really want to play an army like the Exodites. True, you won't be able to play it in tournaments and such, but if you're like me, it's having a truly unique army to play with your friends that is the draw for something like this.

    Now, I've had a look at the list, and it isn't bad. It has a few rough spots that could use some work, but all told it looks like you've put some thought into it.

    My major complaint is that, like many Exodite lists I've seen over the years, this suffers from "Craftworld Eldar crossed with WHFB Wood Elves Syndrome", or CECWWHFBWES for short.

    What I mean is, it looks like you're trying to just take a lot of ideas from the Craftworld Eldar army list and cram Wood Elf themes over top of them, with a smidgen of dinosaurs here and there. You end up creating a list that plays just a little differently from standard Craftworld Eldar (although it looks quite a bit different).

    I think one reason people do this is that they think if they keep their ideas close enough to craftworld Eldar in style, they'll still be able to create a playable army with the Eldar list for tournaments or campaigns where their Codex is not accepted.

    I have been working on an Exodite codex for over a year now, and it is designed with a very specific theme in mind. I'm not quite ready to showcase it just yet, but the primary design goal was to make an army that would play unlike any other army in the current 40K lineup. I think I've achieved that, and with a bit more work it will be ready to show off and get feedback.

    That said, I don't want to completely derail your thread. When I have a bit more time, I'll come back and give you a few thoughts on things I think might help your list out a bit.
    Actually except for the Bladedancers I had no intention of making them Wood elves. If I had, there would be Dryad-wraithguard or equally sinister things. I was careful to largely stay away from the wood elves except for where they do cross (like living in natural environment)

    I did notice that it is quite Codex Eldar-y that was one result of the playability-with-official-rules thing.

    I'd be happy to get suggestions to make it less so. I could see the bladedancers erased as they're rather unnecessary.

    @Green
    Uh, no i didn't have that picture actually. The unit choices mainly come from the fluff. Well hunters and dancers are an invention of my own. But most of it is either directly in the fluff or can be derived from it somehow. Dragon Knights are known to have been an actual unit in the 2nd edition. Lords/Heroes come from the fact that the 2nd Edition codex fluff explicitly states that there is a nobility in charge of the tribes on the exodite worlds.
    Psykers are there because Eldar are the psychically most powerful race. And the only reason why Dark Eldar do not have psychers is because they have no protection whatsoever from the warp (ghosthelms and spirit stones). Megadons are also in the fluff explicitly. Other animal variations can be derived from the fact that the fauna of a lively planet is bound to be quite varied and it even says so in the fluff too. There surely won't be only one kind of ridable horse-sized creatures, and a bit of variation should be granted in a cavalry heavy list.

    I am considering taking up Exo suits actually. I just haven't so far because i haven't found any fluff evidence for such a rather impressive bit of technology. The made-up units are just something that could be there at any time, maybe not in all exodite societies but in some, while exo-suits seem to me like something rather advanced, that i haven't seen in any Exodite fluff yet, only in agisn.de's codex.
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  16. #16
    Chapter Master Darwin_green's Avatar
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    Re: Codex Exodites 0.1

    look for someone with the 2nd ed codex. Exo suits are basically skinnier versions of the warwalkers of the time(90's) that the exodites wear to wrangle their megadon herds.

    they also had lord and hero profiles in the 2nd ed codex too.

    P.S what fluff are you going by? The exodites are lucky to get a paragraph a codex.
    Last edited by Darwin_green; 09-04-2009 at 22:33.
    Tyger Tyger. burning bright,
    In the forests of the night:
    What immortal hand or eye,
    Could frame thy fearful symmetry?

  17. #17

    Re: Codex Exodites 0.1

    Quote Originally Posted by Darwin_green View Post
    look for someone with the 2nd ed codex. Exo suits are basically skinnier versions of the warwalkers of the time(90's) that the exodites wear to wrangle their megadon herds.

    they also had lord and hero profiles in the 2nd ed codex too.

    P.S what fluff are you going by? The exodites are lucky to get a paragraph a codex.
    They have two pages in 2nd Ed codex. That's what i'm going by. And I do have that codex. It doesn't say anything about Exo-suits in there.
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  18. #18
    Chapter Master Darwin_green's Avatar
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    Re: Codex Exodites 0.1

    look in the warwalker section. or look for that really wierd pic of something really really long and skinny legs.
    Tyger Tyger. burning bright,
    In the forests of the night:
    What immortal hand or eye,
    Could frame thy fearful symmetry?

  19. #19

    Re: Codex Exodites 0.1

    Quote Originally Posted by Darwin_green View Post
    look in the warwalker section. or look for that really wierd pic of something really really long and skinny legs.
    well in the Eldar Forces section theres only a very brief paragraph on how war walkers look. The army list has a picture of a war walker that is so huge compared to its pilot it could pass as a scout titan but theres no fluff on warwalkers at all and the vehicle datafax also doesnt contain any fluff.
    Codex Exodites, a project for a homemade Eldar Exodite Codex. Feel free to give suggestions/advice
    Exodite Army project log. Comments and criticism welcome. (latest update: Feb 12th 2011)

    Duke Potato Chief You don't have to understand it. You just have to read it.

  20. #20
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    Re: Codex Exodites 0.1

    the armor they use for herding dragons is a knight titan

    they have a psychic 'lance' to dull the dragon's nerves and make them easier to handle. It's projected from the Titan's visor.
    turned against intelligent creatures though, it turns them into drooling retards. They're superheavy class though.

    I figure you could miniaturize them for 40k
    Last edited by kikkoman; 10-04-2009 at 03:11.

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