Legiones Astartes – Exodus
 ]

This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
  • Exodus 165 pts
The Assassin, The One who is Many
UNIT COMPOSITION: 1 EXODUS

None can say whether Exodus is a single individual or one of several supremely skilled assassins operating at the behest of the uppermost echelons of the Alpha Legion. Certainly the name, or coded identifier ‘Exodus’, has appeared in multiple vox-chains and order logs in many different war zones, sometimes contemporaneously. This in itself is unlikely to be accidental given the Alpha Legion’s mastery of deception in all its forms. Whatever the truth, the Space Marine known as Exodus must rank amongst the most skilled killers outside of the Assassin Clades of the Officio Assassinorum. His skill-at-arms is born of the convergence of the will, physiology and conditioning of a Space Marine with the field craft and panoply of arms and wargear of an assassin. So adept is Exodus that he is said to rival even the marksmen of Clade Vindicare in his ability to insinuate himself into position and deliver the killing shot at the pivotal moment in a campaign.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Exodus (⌀32mm) 9 - - -
Exodus (⌀32mm) 7 5 6 4 4 3 5 3 9 - - - 3+ -
WARGEAR
  • Bolt pistol
  • Power dagger
  • The Instrument
  • Power armour
  • Refractor field
  • One venom sphere
  • Melta bombs
  • Frag grenades
  • Krak grenades
  • Shroud bombs
TRAITS
  • Alpha Legion
SPECIAL RULES
  • Legiones Astartes (Alpha Legion)
  • Independent Character
  • Relentless
  • Pathfinder
  • Move Through Cover
  • The Hidden Hand
  • Lone Killer
  • Shrouded (5+)
  • Assassin’s Eye
TYPE
  • Infantry (Character, Light)
WARGEAR

The Instrument

Exodus carries a unique sniper rifle of unknown design and provenance, which seemingly uses a mixture of advanced bolter weaponry and gravitic accelerator technology.

The weapon listed here is counted as an ‘Auto’ weapon for those rules that affect such weapons. The Instrument has two profiles. Pick which profile is used every time the weapon is fired – however, any Shooting Attacks made with The Instrument as part of a Reaction must use the Rapid Shot profile:

R
FP
RS
AP
D
Special Rules
Traits
24"
7
2
Assault 3, Sunder, Pinning
72"
7
1
Heavy 1, Sniper, Sunder, Pinning, Deadly Aim

Deadly Aim: If Exodus has not moved in the turn a Shooting Attack is made using this profile, the attack may be given the Brutal (2) special rule. If the attack is given the Brutal (2) special rule then no Charges may be declared for Exodus in that turn.
SPECIAL RULES

The Hidden Hand

Exodus was renowned for his ability to appear on any battlefield at any time, often confounding his foes and confusing allies with his sudden and unannounced appearance.

When deploying Exodus onto the battlefield at the start of the battle, the controlling player may place him in any position on the battlefield, as long as Exodus is within Area Terrain, or at least 9" from any enemy model if Exodus is not within Area Terrain, regardless of the line of sight or proximity of enemy models. If Exodus is deployed from Reserve after the start of the first turn, then he may enter play from any point on the battlefield’s edge, chosen by the controlling player. If Exodus joins a unit during deployment or whilst in Reserves and is deployed as part of that unit, he may not use any of the benefits of this special rule, but instead gains the Scout and Infiltrate special rules only if the unit he has joined also possesses those special rules.

Lone Killer

Even amongst a Legion as secretive as the Alpha Legion, Exodus remains a mystery. He commanded no troops, served under no fixed commander and drifted from one war zone to the next with no discernible plan or goal. Only the trail of fallen war leaders and champions marked his passage, and in the dark years of the Horus Heresy these victims were as often from Legions loyal to Horus as those declared his foes.

Exodus may not be taken as a Compulsory HQ choice, only as a non-Compulsory HQ choice. He may never be an army’s Warlord, and may not join other units except Legion Reconnaissance Squads or Headhunter Kill Teams.

Assassin’s Eye

Few targets escape the practised eye of the Alpha Legion killer known only as Exodus, and those whom his orders had deemed dangerous to the plans of the Alpha Legion were swiftly silenced.

When Exodus makes any attacks as part of a Shooting Attack, the range of any Weapons is not restricted or affected by the Night Fighting rules, shroud bombs or any other special rule. In addition, Exodus never suffers any penalty to his Ballistic Skill from Night Fighting or any other special rules, always makes To Hit rolls using his full Ballistic Skill (including Snap Shots) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power sword
Power sword
-
User
3
Melee, Rending (6+)
-
Power axe
Power axe
-
+1
2
Melee, Unwieldy
-
Power maul
Power maul
-
+2
3
Melee
-
Power lance
Power lance
-
+1
3
Melee, Reach (1)
-

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power fist
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
-
Gravis power fist
Gravis power fist
-
9
2
Melee, Brutal (3)
-
Thunder hammer
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
-
Lightning claw
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
-
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Army List
Datasheets collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Bolt pistol

R
FP
RS
AP
D
Special Rules
Traits
12
1
4
5
Pistol
Assault, Bolt

Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Melta bomb

R
FP
RS
AP
D
Special Rules
Traits
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Cyber-familiar

Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
Shroud Bombs

This class of grenade is one of the most eclectic, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke bombs, yet all with the same simple purpose: to hide the users from the enemy.

Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with shroud bombs is considered to be 6" further than the actual range between the two units – enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with shroud bombs is always treated as though it was out of line of sight when scattering any attacks.
Move Through Cover

Some warriors are skilled at moving over broken and tangled terrain.

A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Pathfinder

Some warriors are specially trained to bypass the most dangerous hazards of the battlefield, or adapted to ignore the dangers they present.

A unit with at least one model with this special rule automatically passes Dangerous Terrain tests.
Sudden Strike (X)

Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).
Auto Weapons

An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.

All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Astartes shotgun
Astartes shotgun
12"
4
-
Assault 2, Concussive (1)
-
Rotor cannon
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)
-
Autocannon
Autocannon
48"
7
4
Heavy 2, Rending (6+)
-
Reaper autocannon
Reaper autocannon
36"
7
4
Heavy 2, Rending (6+), Twin-linked
-
Kheres assault cannon
Kheres assault cannon
24"
6
4
Heavy 6, Rending (6+)
-
Gravis autocannon
Gravis autocannon
48"
7
4
Heavy 3, Rending (6+), Twin-linked
-
Gravis autocannon battery
Gravis autocannon battery
48"
7
4
Heavy 4, Rending (6+), Twin-linked
-
Predator cannon
Predator cannon
48"
8
4
Heavy 4, Rending (6+)
-
Punisher rotary cannon
Punisher rotary cannon
36"
6
4
Heavy 18, Pinning, Shell Shock (1)
-
Accelerator autocannon
Accelerator autocannon
48"
7
4
Heavy 8, Rending (6+), Exoshock (6+)
-
Fellblade accelerator cannon
- HE shell
100"
8
3
Ordnance 1, Massive Blast (7")
-
- AE shell
100"
10
2
Ordnance 1, Armourbane (Ranged)
-
Exoshock (4+), Blast (3")
Skyreaper battery
Skyreaper battery
48"
7
4
Heavy 5, Skyfire, Twin-linked
-
Anvilus autocannon battery
Anvilus autocannon battery
48"
7
4
Heavy 4, Rending (5+), Sunder, Twin-linked
-
Anvilus snub autocannon
Anvilus snub autocannon
24"
7
4
Heavy 2, Sunder, Rending (5+), Twin-linked
-
Leviathan storm cannon
Leviathan storm cannon
24"
7
4
Heavy 6, Rending (5+), Sunder
-
Kratos battlecannon
- HE shells
36"
8
4
Heavy 1, Large Blast (5"), Pinning
-
- AP shells
36"
8
2
Heavy 2, Sunder
-
- Flashburn shells
24"
10
1
Heavy 1, Armourbane (Ranged), Gets Hot
-
Legiones Astartes (Alpha Legion)
All models with this special rule are subject to the following provisions:

LIES AND OBFUSCATION
A model with this special rule is always considered to be 2" further away than it actually is when measuring range to it from any enemy model for the purpose of resolving a Shooting Attack, Charge or any Reaction declared by an enemy model or unit (this is cumulative with any other modifiers to range imposed by special rules, such as Night Fighting, or Wargear).

A Subtle Panoply
Models with this special rule gain access to unique Wargear options (see The Armoury of the Alpha Legion).

Saboteurs
A Legion Centurion may choose to select the Saboteur upgrade as an option for the Legiones Consularis special rule, as detailed in The Armoury of the Alpha Legion section.
Sons Of The Hydra
A Warlord with this special rule may select a Warlord Trait from the Alpha Legion Warlord Trait list.
Venom Spheres

An exotic variant of the more commonplace grenades employed by the Space Marines. These advanced weapons contain toxinimpregnated crystalline splinters that have been darkly claimed to be based on xenos technology.

Any model with the Legiones Astartes (Alpha Legion) special rule and the Character Unit Sub-type may take one venom sphere for +10 points per model. Venom spheres are a weapon with the following profile:
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Venom spheres
Venom spheres
8"
1
-
Assault 6, Poisoned (3+), One Shot
-
Power Dagger

These unique power weapons are a particular speciality of the Alpha Legion, crafted specifically for hidden strikes and coup de grace attacks. Many among the other Legions consider them dishonourable weapons, the weapons of assassins and cowards, but the Alpha Legion see them as eminently practical tools of war.

Any model with the Legiones Astartes (Alpha Legion) special rule and the Character Unit Sub-type may take a power dagger for +5 points per model.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
-
3
3
Melee, Sudden Strike (1), Breaching (5+)

The Instrument

Exodus carries a unique sniper rifle of unknown design and provenance, which seemingly uses a mixture of advanced bolter weaponry and gravitic accelerator technology.

The weapon listed here is counted as an ‘Auto’ weapon for those rules that affect such weapons. The Instrument has two profiles. Pick which profile is used every time the weapon is fired – however, any Shooting Attacks made with The Instrument as part of a Reaction must use the Rapid Shot profile:

R
FP
RS
AP
D
Special Rules
Traits
24"
7
2
Assault 3, Sunder, Pinning
72"
7
1
Heavy 1, Sniper, Sunder, Pinning, Deadly Aim

Deadly Aim: If Exodus has not moved in the turn a Shooting Attack is made using this profile, the attack may be given the Brutal (2) special rule. If the attack is given the Brutal (2) special rule then no Charges may be declared for Exodus in that turn.
The Hidden Hand

Exodus was renowned for his ability to appear on any battlefield at any time, often confounding his foes and confusing allies with his sudden and unannounced appearance.

When deploying Exodus onto the battlefield at the start of the battle, the controlling player may place him in any position on the battlefield, as long as Exodus is within Area Terrain, or at least 9" from any enemy model if Exodus is not within Area Terrain, regardless of the line of sight or proximity of enemy models. If Exodus is deployed from Reserve after the start of the first turn, then he may enter play from any point on the battlefield’s edge, chosen by the controlling player. If Exodus joins a unit during deployment or whilst in Reserves and is deployed as part of that unit, he may not use any of the benefits of this special rule, but instead gains the Scout and Infiltrate special rules only if the unit he has joined also possesses those special rules.
Lone Killer

Even amongst a Legion as secretive as the Alpha Legion, Exodus remains a mystery. He commanded no troops, served under no fixed commander and drifted from one war zone to the next with no discernible plan or goal. Only the trail of fallen war leaders and champions marked his passage, and in the dark years of the Horus Heresy these victims were as often from Legions loyal to Horus as those declared his foes.

Exodus may not be taken as a Compulsory HQ choice, only as a non-Compulsory HQ choice. He may never be an army’s Warlord, and may not join other units except Legion Reconnaissance Squads or Headhunter Kill Teams.
Assassin’s Eye

Few targets escape the practised eye of the Alpha Legion killer known only as Exodus, and those whom his orders had deemed dangerous to the plans of the Alpha Legion were swiftly silenced.

When Exodus makes any attacks as part of a Shooting Attack, the range of any Weapons is not restricted or affected by the Night Fighting rules, shroud bombs or any other special rule. In addition, Exodus never suffers any penalty to his Ballistic Skill from Night Fighting or any other special rules, always makes To Hit rolls using his full Ballistic Skill (including Snap Shots) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
© Vyacheslav Maltsev 2013-2026