| Book | Kind | Edition | Version | Last update |
Exodite Dragon Masters | ||||
Exodite Dragon Masters | Faction | 3 | July 2026 | |
| Q: | When I determine visibility for a MOUNTED operative, should it be from the head of the rider or the mount? |
| A: | Either – you can choose. |
| Q: | Can MOUNTED operatives be wholly within areas of smoke (e.g. smoke grenades from universal equipment)? |
| A: | No, even if there are multiple areas of smoke combined. |
| Q: | If a MOUNTED operative moves through razor wire universal equipment, does it count as ‘crossing over’ for that equipment (i.e. do you treat the distance as an additional 1")? |
| A: | Yes. |
| Q: | In Killzone: Tomb World, can MOUNTED operatives use a teleport pad to teleport? |
| A: | No. |
| Q: | In Killzone: Tomb World, if an operative teleports and a MOUNTED operative is on the teleport pad it would teleport to, what happens? |
| A: | Move the MOUNTED operative the minimum distance possible to allow the other operative to be the only operative on the teleport pad. |
| Q: | In a Descent killzone, can MOUNTED operatives use Entryway markers to move between killzones? |
| A: | Yes. In this instance they can climb when performing the Sprint action (taking precedence over the normal rules), using 3" of their movement allowance (although this 3" wouldn’t be counted when determining their SPEED). |
| Q: | In Killzone: Bheta Decima, can MOUNTED operatives climb gantry and thermometric condenser terrain features? |
| A: | Yes, taking precedence over the Drakesteed Agility faction rule, but the EXODITE DRAGON MASTER kill team is not recommended to be used in that killzone. |
| Q: | How does moving directly forwards or backwards work during the Sprint action? |
| A: | The operative cannot move sideways or diagonally; its base must remain parallel to the direction of movement. Movement templates are provided as a guide and some examples are shown below. To use the 1-3" sprint template, place it around the front of the operative’s base. Move the operative directly forwards until the front of its base reaches the appropriate distance. To move backwards, use the back of the operative’s base. ![]() To use the 4-6" sprint template, place it around the front of the operative’s base. Move the operative directly forwards until the back of its base reaches the appropriate distance. ![]() |
| Q: | What is the specific point I can pivot a MOUNTED operative from? |
| A: | The front, centre or back of its base. Pivot templates are provided as a guide and some examples are shown below. To use the centre pivot template, place one of its black corners at the very front (or back) of the operative’s base so its straight edge is in line with the centre pivot point. Rotate the operative along the inner curve of the template from the centre pivot point. The very front (or back) of its base cannot rotate past the 45° mark. To use the front/back pivot template, place one of its black corners at the very front (or back) of the operative’s base so its straight edge is in line with the front/back pivot point. Rotate the operative along the inner curve of the template from the front/back pivot point. The very front (or back) of its base cannot rotate past the 45° mark. |
| Q: | What happens if terrain or other operatives prevent my model from pivoting? |
| A: | Most things are ignored, allowing you to freely pivot. An operative’s base can pivot through other operatives and hazardous areas. Its base can also pivot through terrain parts no more than 2" tall (excluding Wall terrain). If parts of the model other than its base would prevent it from pivoting (e.g. tail, weapons, etc.), ignore them during the pivot. An operative must still end the action in a location it can be placed though, so pivoting through areas, operatives and terrain in this manner just allows it to manoeuvre, not be placed there as its final location. |
| Q: | What happens if parts of my model (excluding the base) like the tail or weapons prevent my model from moving? |
| A: | As above, just ignore them during the move. An operative must still end the action in a location it can be placed though, so moving through areas, operatives and terrain in this manner just allows it to manoeuvre, not be placed there as its final location. |
| Q: | When using the Cleansing of the Pale Moon action to remove a rules effect where multiple identical tokens can be given to an operative (e.g. HEARTHKYN SALVAGER Grudge), do I remove all of those tokens or one? |
| A: | All of those tokens. |
| Q: | How does the Cleansing of the Pale Moon action interact with rules that apply an effect to operatives only while they are within a specific area (e.g. DEATH KORPS Gas Bombardment)? |
| A: | Cleansing of the Pale Moon has no effect in these scenarios. |
Below you will find a list of the operatives that make up an EXODITE DRAGON MASTER kill team. Note that you don’t select your operatives from a list. This kill team’s operatives are specified.
Dragon Masters guide their drakesteeds in rushing charges or banking turns to home in on their prey.
EXODITE DRAGON MASTER MOUNTED operatives cannot perform the Charge, Dash, Fall Back or Reposition actions; instead they can perform the Sprint and Turn unique actions.Dragon Master triads send forth their Drakolithes to flush out the prey before surging from ambush. The riders’ drakesteeds possess acute hunting instincts, while from their elevated positions the Exodites can strike down prey who seek to stay out of reach.
When setting up an EXODITE DRAGON MASTER kill team before the battle, the first third of your kill team must be friendly DRAKOLITHE operatives set up as normal. Each friendly EXODITE DRAGON MASTER MOUNTED operative thereafter must be set up in reserve: place it to one side instead of in the killzone.Controlled breeding and harsh environments have granted drakesteeds powerful muscles. At their master’s command, they can switch from poised stillness to breakneck lunges too fast for the eye to follow.
Each friendly EXODITE DRAGON MASTER operative has a SPEED that has three levels: SPEED 3-, SPEED 4+ and SPEED 7+. An operative can only have one SPEED level at a time, and it starts the battle with SPEED 3-.The mythic weapons after which moonblades are named were said to sing louder with every soul thread they severed. Some Clanblades emulate this haunting dirge, surging from prey to prey with the screams and ar terial sprays of their foes ever in their wake.
Those Clanblades fated to endure the deadliest trials master their control of the scaleshield’s energies. They become skilled in imbuing their own psychic gifts through its haptic controls, projecting a warding nimbus of empyric energy that can cast aside what should be the most grievous of wounds.
With preternatural reactions and expert tilts of their scaleshield, the Clanblade is capable of angling the refracted energy of an honourless foe’s shots right back at them.
It is the Clanblade’s ritual role amongst their triad to lead the charge into their prey. The most storied exemplars hit their targets like a celestial lance, speed itself honed as much as any weapon in their arsenal.
Clanblades sharpen their martial skills by hunting some of the most dangerous dragons. These are creatures of such speed and strength that only those with reactions swift enough to blunt and deflect their first strike ever survive the encounter.
Those who think to outmanoeuvre hunting groups of Dragon Masters are rapidly tracked down by the triads’ exceptionally dexterous marksmen. Leystalkers unlimber, load, aim and fire their long rifles in single, graceful movements on the move, already seeking out their next target before the first victim falls.
Leystalkers are constantly on the move. They scout the triad’s hunting ground, seek the foe’s position and test their strengths, all while slipping through the enemy’s clutches again and again. Their skills have led a number of the Exodites' foes to believe them some kind of insubstantial spirit. While the enemy's paranoia grows, a Leystalker is already drawing a bead on them from yet another unexpected angle.
Some Leystalkers read hidden paths in a world’s ley lines for more than themselves. They trace the route of a precision shot so that it lances through gusting fumes and lashing vegetation, whispering safely past allies and into the most vulnerable spot of a foe’s defences.
Where lines of power converge – whether the vivid leys of an Exodite world or the muted energies of natural flows – Leystalkers can access sensory perceptions of incredible breadth and acuity. Few enemies can approach such a site held by a Leystalker without detection.
Masters of merging with their environment and invoking the cloaking energies of hidden ley lines, Leystalkers can fade from the scrutiny of those attempting to hunt them as if mantling themselves in a supernatural gloaming.
A keening lament emitted by a Stonesinger signals their abhorrence of the foe. It rises in a reverberating wail until the air around the enemy and the ground beneath them shudder. Those without the agility to retain their footing risk being claimed by sudden crevasses, struck by tumbling rocks or mired in viscous flows of formerly solid matter.
The Stonesinger weaves a psychic skirl of purification. Toxins are purged and anguish is soothed as the longlost Maiden Moon is invoked.
Quickening the slow rhythms of plant life, unnaturally motile vines and roots burst forth, marking sites as under the Stonesinger’s dominance.
With swirling zephyrs, the psyker blurs their allies’ forms to shield them.
A Stonesinger’s eldritch gesture can command eruptions of rocky shards or liquefy once solid ground to engulf the foe.
Earthen Wrath
NAME | ATK | HIT | DMG | |
| Earthen Wrath | 4 | 3+ | 4/3 | |
WR | ||||
Devastating 2, Saturate, Earthen Wrath* | ||||
Dragon Masters are superior mounted marksmen. At high speed, they intuitively exploit slivers of calm amidst their drakesteeds’ gait to deliver pinpoint shots into stunned foes.
In rapid hit-and-run lunges or daring thrusts through enemy lines, the poise and balance of Exodites and their dragons at speed are legendary.
Dragon Masters on the hunt are frighteningly evasive predators. The expert riders, as well as their reptilian mounts and hunting beasts, weave and coil to elude the foe’s attacks.
Drakesteeds are large and ferocious beasts, utterly deadly when their slashing talons and rending fangs are magnified by crushing impact.
Dragon Masters have endured long lives of gruelling trials. Their deep reserves of spiritual resilience harden them against many hurts.
The preternatural agility and corded muscles of drakesteeds enable them to rapidly reposition in a single, nimble motion.
With the scent of blood and fear in the air, the Exodites will willingly unleash their carnivorous dragons’ most vicious and feral instincts.
Dragon Masters’ command of their drakesteeds is paired with the exceptional dexterity and athleticism of their own species. In defence of their clan’s future, Dragon Masters can perform incredible feats of manoeuvre while surging through hostile territory.
These unique suits of mesh armour incorporate the glittering, crystalline scales of elder dragons and can withstand even esoteric assaults.
Potent talismans may invoke celestial myths, bear the blessings of clan lords, or carry arcane technology and psychic sigils. Such tokens instil a resolve to fight for the clan with exquisite grace and finesse.
Exceptionally rare crystals from the hardest to reach maiden worlds focus the shots of the Exodites’ laser weaponry into searing beams.
Spirit stones carrying the souls of a former triad are priceless artefacts whose occupants provide wisdom to their living peers. Should the bearer of such treasures fall in battle, their comrades fight all the harder to recover their stone and those of the long departed. Such a collection of the clan’s most powerful souls cannot be allowed to slip into the enemy’s profane clutches.
At one ritual vertex of a Dragon Master triad are Clanblades. Fighting from atop ferocious redmaw drakesteeds, they are close-quarters masters who wield powered swords and axes in a ceremonial pairing known as moonblades. Clanblades champion the final and most physically dangerous stage of the hunt, when a prey is cornered and its every deadly movement must be anticipated, countered and exploited. Expert at reading the skills and power of their prey, they direct the rest of the triad in advantageous attack angles before charging in to personally strike down the deadliest foe.
At one ritual vertex of a Dragon Master triad are Clanblades. Fighting from atop ferocious redmaw drakesteeds, they are close-quarters masters who wield powered swords and axes in a ceremonial pairing known as moonblades. Clanblades champion the final and most physically dangerous stage of the hunt, when a prey is cornered and its every deadly movement must be anticipated, countered and exploited. Expert at reading the skills and power of their prey, they direct the rest of the triad in advantageous attack angles before charging in to personally strike down the deadliest foe. |
APL 4 |
MOVE 12" |
SAVE 3+ |
WOUNDS 24 |
NAME | ATK | HIT | DMG | WR | ||||
| Solar carbine | ||||||||
| Solar carbine | 4 | 3+ | 3/3 | Devastating 1 | Devastating 1 | |||
| Drakesteed fangs & talons | ||||||||
| Drakesteed fangs & talons | 6 | 3+ | 3/5 | Brutal | Brutal | |||
| Moonblades | ||||||||
| Moonblades | 5 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ | |||
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EXODITE DRAGON MASTER, AELDARI, MOUNTED, CLANBLADE
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⌀75x42mm |
Leystalkers are keen-eyed and ever-watchful. They divine the complex routes that lead their fellow Dragon Masters to their prey via hidden paths and subtle strategies. Exemplars of their clan’s renowned preparedness, Leystalkers direct their intelligent darkscale drakesteeds onto new routes to outflank and outwit their foe should they attempt to escape. They are also masterful snipers; once an unknowing target is in the sights of their expertly crafted long rifle, a Leystalker’s kill shot is delivered with unnatural precision. They are also capable of firing with reflexive accuracy at speeds that would daunt other marksmen.
Leystalkers are keen-eyed and ever-watchful. They divine the complex routes that lead their fellow Dragon Masters to their prey via hidden paths and subtle strategies. Exemplars of their clan’s renowned preparedness, Leystalkers direct their intelligent darkscale drakesteeds onto new routes to outflank and outwit their foe should they attempt to escape. They are also masterful snipers; once an unknowing target is in the sights of their expertly crafted long rifle, a Leystalker’s kill shot is delivered with unnatural precision. They are also capable of firing with reflexive accuracy at speeds that would daunt other marksmen. |
APL 4 |
MOVE 12" |
SAVE 3+ |
WOUNDS 24 |
NAME | ATK | HIT | DMG | WR | ||||
| Long rifle (mobile) | ||||||||
| Long rifle (mobile) | 4 | 3+ | 3/3 | Devastating 1 | Devastating 1 | |||
| Long rifle (stationary) | ||||||||
| Long rifle (stationary) | 4 | 2+ | 3/3 | Devastating 3, Aimed* | Devastating 3, Aimed* | |||
| Drakesteed fangs & talons | ||||||||
| Drakesteed fangs & talons | 6 | 3+ | 3/5 | Brutal | Brutal | |||
| Hunting blade | ||||||||
| Hunting blade | 3 | 3+ | 3/5 | Lethal 5+ | Lethal 5+ | |||
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EXODITE DRAGON MASTER, AELDARI, MOUNTED, LEYSTALKER
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⌀75x42mm |
Stonesingers are powerful Exodite psykers who ride venom-spitting drakesteeds. They are renowned for their ability to contact the souls within a world spirit through the network’s psychocrystalline menhirs, and possess an eldritch connection with the energy that suffuses their environment. Stonesingers unleash this in elemental manifestations, conjuring howling storms and geomantic fluxes, or rupturing armour, flesh and bone with thrumming songs of wrath and ruin. They can equally invoke geysers of restorative energy capable of healing fellow Dragon Masters, or call forth thrashing vines and thorny growths of grasping tendrils.
Stonesingers are powerful Exodite psykers who ride venom-spitting drakesteeds. They are renowned for their ability to contact the souls within a world spirit through the network’s psychocrystalline menhirs, and possess an eldritch connection with the energy that suffuses their environment. Stonesingers unleash this in elemental manifestations, conjuring howling storms and geomantic fluxes, or rupturing armour, flesh and bone with thrumming songs of wrath and ruin. They can equally invoke geysers of restorative energy capable of healing fellow Dragon Masters, or call forth thrashing vines and thorny growths of grasping tendrils. |
APL 4 |
MOVE 12" |
SAVE 3+ |
WOUNDS 24 |
NAME | ATK | HIT | DMG | WR | ||||
| Solar carbine | ||||||||
| Solar carbine | 4 | 3+ | 3/3 | Devastating 1 | Devastating 1 | |||
| Venomcrest spit | ||||||||
| Venomcrest spit | 4 | 3+ | 3/4 | Range 8", Severe, Torrent 2" | Range 8", Severe, Torrent 2" | |||
| Drakesteed fangs & talons | ||||||||
| Drakesteed fangs & talons | 6 | 3+ | 3/5 | Brutal | Brutal | |||
| Stone stave | ||||||||
| Stone stave | 4 | 3+ | 3/5 | PSYCHIC, Lethal 5+, Shock, Stun | PSYCHIC, Lethal 5+, Shock, Stun | |||
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EXODITE DRAGON MASTER, AELDARI, MOUNTED, PSYKER, STONESINGER
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⌀75x42mm |
These scaled, coursing beasts are used by Dragon Masters to help hunt elusive targets. They also protect Exodites from foes attempting to swarm them, intercepting and counterattacking with savage ferocity. Drakolithes chase down escaping targets, ambush outflanking enemies and use exceptional senses of sight, smell and predatory focus to detect prey attempting to lie low.
These scaled, coursing beasts are used by Dragon Masters to help hunt elusive targets. They also protect Exodites from foes attempting to swarm them, intercepting and counterattacking with savage ferocity. Drakolithes chase down escaping targets, ambush outflanking enemies and use exceptional senses of sight, smell and predatory focus to detect prey attempting to lie low. |
APL 2 |
MOVE 8" |
SAVE 5+ |
WOUNDS 7 |
NAME | ATK | HIT | DMG | WR | ||||
| Fangs & talons | ||||||||
| Fangs & talons | 4 | 3+ | 3/4 | Rending | Rending | |||
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EXODITE DRAGON MASTER, AELDARI, DRAKOLITHE
|
⌀32mm |
The MOUNTED keyword is used in the following Exodite Dragon Masters datacards:

The EXODITE DRAGON MASTER keyword is used in the following Exodite Dragon Masters datacards:
The EXODITE DRAGON MASTER and MOUNTED keywords are used in the following Exodite Dragon Masters datacards:
Controlled breeding and harsh environments have granted drakesteeds powerful muscles. At their master’s command, they can switch from poised stillness to breakneck lunges too fast for the eye to follow.
Each friendly EXODITE DRAGON MASTER operative has a SPEED that has three levels: SPEED 3-, SPEED 4+ and SPEED 7+. An operative can only have one SPEED level at a time, and it starts the battle with SPEED 3-.The Stonesinger weaves a psychic skirl of purification. Toxins are purged and anguish is soothed as the longlost Maiden Moon is invoked.
If a particular foe shames or insults the Kin gravely enough, they will become the subject of a Grudge. To destroy this most hated enemy, the Kin will go to any lengths, even if it is to their own detriment.
Whenever an enemy operative incapacitates a friendly HEARTHKYN SALVAGER operative, that enemy operative gains one of your Grudge tokens for the battle.Calling for artillery support, the Death Korps request a chemical barrage, knowing full well that even enviro-sealed uniforms will not protect them from the poisonous fumes.
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The EXODITE DRAGON MASTER keyword is used in the following Exodite Dragon Masters datacards:
The AELDARI keyword is used in the following Exodite Dragon Masters datacards:
The MOUNTED keyword is used in the following Exodite Dragon Masters datacards: