Exodite Dragon Masters

The ceremonial positions at the heart of a Dragon Master kill team are bonded in a harmony of martial, spiritual and strategic skills. When bound together, these clan champions form a deadly trinary. Bolstered by the strength and speed of their ferocious drakesteeds, alongside the keen senses of their Drakolithes, no prey can long evade them.

Books

BookKindEditionVersionLast update
  Exodite Dragon Masters
  Exodite Dragon MastersFaction3July 2026

FAQ

Exodite Dragon Masters

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.
Archetype: Seek & Destroy / Recon

Exodite Dragon Masters Kill Team

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.

Marker/Token Guide

Remaining Actions

Sow the Seeds

Speed (SPEED 3- indicated by no token)

Spectral Nimbus

Wails of the World

Wind’s Grace

Song of Renewal

Fated Shot

Nexus Sentinel

Dragonscale Mesh

Clan Talismans

Lileathan Crystal Matrices

Sprint template

Front/Back Pivot Template

Centre Pivot Template

Faction Rules

Drakesteed Agility

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.

SPRINT0AP

Move the active operative to a location it can be placed. This must be directly forwards or backwards in one or more straight-line increments, and increments are always rounded up to the nearest inch. It cannot move more than 9" forwards or 3" backwards per activation, and it cannot move more than 12" per turning point.

Before or after one of the increments, you can pivot the active operative up to 45°. This doesn’t use any of its movement allowance, and it can then continue its movement with any remaining move distance.

The active operative cannot climb or finish the move on Vantage terrain higher than 2" from the killzone floor. It can move through operatives and it treats terrain parts less than 2" tall as Accessible terrain. Whenever it moves through an equipment terrain feature, remove that terrain feature from the battle.

An operative cannot perform this action while counteracting. For the purposes of your opponent’s rules, mission rules and killzone rules, this action is treated as the Reposition action, or the Charge action if the active operative ends the action within control range of an enemy operative.

TURN1AP

Pivot the active operative up to 45°. This doesn’t use any of its movement allowance.

An operative cannot perform this action while counteracting. For the purposes of your opponent’s rules, mission rules and killzone rules, this action is treated as the Dash action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Draconic Cavalry Tactics

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.

In the first Firefight phase, each friendly EXODITE DRAGON MASTER MOUNTED operative set up in reserve is activated as normal. When it is, set it up in a location it can be placed on the killzone floor with its base touching your killzone edge (it’s no longer in reserve). The operative is treated as performing the Turn action (spend the AP accordingly), then continue its activation as normal.

Each friendly EXODITE DRAGON MASTER MOUNTED operative is activated twice per turning point (it’s only expended after the second activation). You cannot spend more than 3AP for it per activation, or more than its APL stat per turning point.

Each friendly EXODITE DRAGON MASTER MOUNTED operative cannot be in cover from or obscured by Light terrain, terrain parts less than 2" tall or terrain that’s not wholly intervening. Whenever a friendly EXODITE DRAGON MASTER MOUNTED 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.

Mercurial Speed

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-.

An EXODITE DRAGON MASTER MOUNTED operative has SPEED 3- if either of the following are true:
  • It ends the Sprint action and it either moved backwards or less than 4" forwards.
  • It ends its activation without performing the Sprint action.

An EXODITE DRAGON MASTER MOUNTED operative has SPEED 4+ if it ends the Sprint action and moved 4" or more during that action, or SPEED 7+ instead if it moved 7" or more during that action.

Whenever an operative is shooting a friendly EXODITE DRAGON MASTER operative, if that friendly operative has SPEED 4+, you can retain one of your defence dice as a normal success without rolling it; if it has SPEED 7+, you can retain one as a critical success instead.

EXODITE DRAGON MASTER DRAKOLITHE operatives’ SPEED changes as described on their datacard.

Clanblade Upgrade

MOONSONG CULL

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.

Once during each of this operative’s activations, after it’s performed the Sprint action forwards and incapacitated an enemy operative during the Fight action, if it’s no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Sprint action forwards using any remaining move distance it had from that first Sprint action, but it cannot pivot during that free action. That operative can perform two Sprint actions during its activation to do so, and its SPEED is measured by the distance moved during both Sprint actions combined. The operative cannot have performed any other actions between those actions.
SPECTRAL NIMBUS

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.

Once per turning point, when this operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
FOCUSED REFLECTION

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.

Whenever an enemy operative is shooting this operative while within 6" of it, if you allocate one or more critical successes to block your opponent’s attack dice, you can use this rule. If you do, after the action, before incapacitated operatives are removed (including this one, if relevant), inflict 1 damage on that enemy operative for each critical success allocated this way.
SPEARTIP OF THE CLAN

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.

Whenever this operative is fighting:
  • If it has SPEED 4+, the first time you strike with a normal success during that sequence, inflict 1 additional damage.
  • If it has SPEED 7+, add 1 to the Normal Dmg stat of melee weapons on its datacard.
BLADED STANCE

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.

Whenever this operative is fighting or retaliating with its moonblades, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Leystalker Upgrade

NOMAD EXECUTIONER

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.

Whenever this operative is performing the Sprint action, it can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Sprint action can be used after it does so). Note that as the Shoot action occurs before the Sprint action ends, for that Shoot action, this operative’s SPEED is whatever it had before beginning the Sprint action.
ELUSIVE PHANTASM

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.

At the end of each Firefight phase, if this operative isn’t within control range of enemy operatives, it can perform a free Sprint or Turn action, but it cannot move more than 3" during that action and its SPEED remains the same. Note that it must still have the necessary amount of movement allowance remaining this turning point.
FATED SHOT

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.

Once per turning point, when this operative performs the Shoot action and you select a profile of its long rifle, you can use this rule. If you do, select one of the following rules for it to have until the end of that sequence:
  • Enemy operatives cannot be obscured.
  • Having other friendly EXODITE DRAGON MASTER operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected as a valid target.
NEXUS SENTINEL

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.

Once per turning point, this operative can perform the Guard action during its activation regardless of the killzone if it has SPEED 3- (see close quarters rules, Kill Team Core Book).

Whenever this operative performs a pointblank shot as a result of the Guard action, don’t worsen the Hit stat of its weapons as a result of performing a point-blank shot.
GLOAMING MANTLE

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.

Whenever an operative is shooting this operative from more than 8" away, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it; if you can retain any cover saves, you can retain one cover save as a critical success instead.

Stonesinger Upgrade

WAILS OF THE WORLD

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.

WAILS OF THE WORLD1AP

PSYCHIC. Select one enemy operative visible to this operative. Subtract 2" from the Move stat of that operative and each other enemy operative within 2" of it until the end of their next activations respectively (this isn’t cumulative with being injured). MOUNTED operatives are unaffected.

Roll 2D3 separately for each of those operatives: inflict damage on that operative equal to the difference between the result and their new Move stat (this takes precedence over stats not changing during an action). MOUNTED operatives are unaffected.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
CLEANSING OF THE PALE MOON

The Stonesinger weaves a psychic skirl of purification. Toxins are purged and anguish is soothed as the longlost Maiden Moon is invoked.

CLEANSING OF THE PALE MOON1AP

PSYCHIC. Select one friendly EXODITE DRAGON MASTER operative visible to this operative. Remove one rules effect or stat change your opponent has applied to it (e.g. Poison token, -1APL, cannot be activated or perform actions, etc.) This cannot allow it to regain lost wounds, remove mission pack rules or ignore the effects of being injured.

This operative cannot perform this action while within control range of an enemy operative. Note that unlike this operative’s other unique action upgrades, it can perform this action more than once per turning point.
SOW THE SEEDS

Quickening the slow rhythms of plant life, unnaturally motile vines and roots burst forth, marking sites as under the Stonesinger’s dominance.

Once per turning point, during this operative’s activation, before or after it performs an action, you can use this rule. If you do, select one objective marker it controls. Until this operative is incapacitated, until you use this rule again or until an enemy operative controls that marker (whichever comes first), this operative is treated as contesting that marker with an APL of 1 and controlling it for the purposes of mission actions and victory conditions (even if it’s not within this operative’s control range). Note that this could allow this operative to perform a mission action that would require it to control that marker.
WIND’S GRACE

With swirling zephyrs, the psyker blurs their allies’ forms to shield them.

WIND’S GRACE1AP

PSYCHIC. Select one friendly EXODITE DRAGON MASTER operative visible to this operative. Until the start of this operative’s first activation in the next turning point, until it’s incapacitated or until it performs this action again (whichever comes first), that selected operative’s SPEED is one higher (i.e. if it would have SPEED 3-, it has SPEED 4+; if it would have SPEED 4+, it has SPEED 7+).

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
EARTHEN WRATH

A Stonesinger’s eldritch gesture can command eruptions of rocky shards or liquefy once solid ground to engulf the foe.

This operative has the following ranged weapon:

Earthen Wrath

 
NAME
ATK
HIT
DMG
Earthen Wrath
4
3+
4/3

WR
Devastating 2, Saturate, Earthen Wrath*
*Earthen Wrath: If the target is in cover, this weapon has the Lethal 5+ weapon rule.

Strategy Ploys

WIND-SWIFT PRECISION

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.

Whenever a friendly EXODITE DRAGON MASTER operative is shooting, if it has SPEED 4+, its ranged weapons have the Balanced weapon rule.
DRACONIC FURY

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.

Whenever a friendly EXODITE DRAGON MASTER operative is fighting:
  • If it has SPEED 4+, its melee weapons have the Balanced weapon rule.
  • If it has SPEED 7+, its melee weapons have the Ceaseless weapon rule.
SINUOUS FLUX

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.

Whenever an enemy operative is shooting a friendly EXODITE DRAGON MASTER operative more than 6" from it, if that friendly operative has SPEED 4+ or SPEED 7+, your opponent cannot re-roll their attack dice.
RIDE THEM DOWN

Drakesteeds are large and ferocious beasts, utterly deadly when their slashing talons and rending fangs are magnified by crushing impact.

Once during each friendly EXODITE DRAGON MASTER MOUNTED operative’s activation, whenever it ends its move during the Sprint action:
  • If it moved 4" or more during that action, you can inflict 1 damage on one enemy operative within its control range.
  • If it moved 7" or more during that action, or it’s a CLANBLADE operative, you can inflict D3 damage on one enemy operative within its control range instead.

Firefight Ploys

SURVIVALIST SPIRIT

Dragon Masters have endured long lives of gruelling trials. Their deep reserves of spiritual resilience harden them against many hurts.

Use this firefight ploy during a friendly EXODITE DRAGON MASTER MOUNTED operative’s activation or counteraction, before or after it performs an action. Until the start of its next activation, you can ignore any changes to that operative’s weapon stats from being injured.
LEAP

The preternatural agility and corded muscles of drakesteeds enable them to rapidly reposition in a single, nimble motion.

Use this firefight ploy when a friendly EXODITE DRAGON MASTER MOUNTED operative performs the Sprint action. Instead of moving that operative, remove it from the killzone and set it back up in a location it can be placed within 1" horizontally of its original location. This distance cannot be measured through terrain features more than 2" tall, and that operative cannot be set up on Vantage terrain higher than 2" from the killzone floor. That operative is treated as having moved 3" for the purposes of its movement allowance and has SPEED 3-.
FERAL HUNGER

With the scent of blood and fear in the air, the Exodites will willingly unleash their carnivorous dragons’ most vicious and feral instincts.

Use this firefight ploy after rolling your attack dice for a friendly EXODITE DRAGON MASTER operative, if it’s fighting against a wounded enemy operative with its Drakesteed fangs & talons or fangs & talons. You can re-roll any of your attack dice.
RIDING MASTERY

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.

Use this firefight ploy when a friendly EXODITE DRAGON MASTER MOUNTED operative performs the Sprint action during its activation. During that action, that operative can perform the Pick Up Marker, Place Marker or a mission action (you can determine control during that action to do so), and any remaining move distance it had from that Sprint action can be used after it does so.

Faction Equipment

DRAGONSCALE MESH

These unique suits of mesh armour incorporate the glittering, crystalline scales of elder dragons and can withstand even esoteric assaults.

Once per turning point, when an operative is shooting a friendly EXODITE DRAGON MASTER MOUNTED operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.
CLAN TALISMANS

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.

Once per turning point, when a friendly EXODITE DRAGON MASTER MOUNTED operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
LILEATHAN CRYSTAL MATRICES

Exceptionally rare crystals from the hardest to reach maiden worlds focus the shots of the Exodites’ laser weaponry into searing beams.

Once per turning point, when a friendly EXODITE DRAGON MASTER operative is performing the Shoot action and you select a solar carbine or a profile of its long rifle, you can use this rule. If you do, until the end of that activation, that weapon has the Piercing 1 weapon rule.
SPIRIT STONES

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.

Whenever a friendly EXODITE DRAGON MASTER MOUNTED operative is incapacitated, you gain 1CP.

Datacards


Dragon Master Clanblade

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.

Dragon Master Clanblade

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 1Devastating 1
Drakesteed fangs & talons
Drakesteed fangs & talons
6
3+
3/5
BrutalBrutal
Moonblades
Moonblades
5
3+
4/6
Lethal 5+Lethal 5+
Scaleshield: Whenever an operative is shooting this operative, and no attack dice are retained as critical successes, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
Clanblade Upgrades: When this operative is selected for the battle, select up to two different Clanblade Upgrade rules to be added to its datacard for the battle.
EXODITE DRAGON MASTER, AELDARI, MOUNTED, CLANBLADE
⌀75x42mm


Dragon Master Leystalker

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.

Dragon Master Leystalker

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 1Devastating 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
BrutalBrutal
Hunting blade
Hunting blade
3
3+
3/5
Lethal 5+Lethal 5+
*Aimed: This operative cannot use this weapon during an activation in which it moved more than 3", and it cannot move more than 3" during an activation in which it used this weapon. This weapon rule has no effect on preventing the Guard action.
Implacable Darkscale: You can ignore any changes to this operative’s drakesteed fangs & talons weapon’s Hit stat from being injured.
Leystalker Upgrades: When this operative is selected for the battle, select up to two different Leystalker Upgrade rules to be added to its datacard for the battle.
EXODITE DRAGON MASTER, AELDARI, MOUNTED, LEYSTALKER
⌀75x42mm


Dragon Master Stonesinger

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.

Dragon Master Stonesinger

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 1Devastating 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
BrutalBrutal
Stone stave
Stone stave
4
3+
3/5
PSYCHIC, Lethal 5+, Shock, StunPSYCHIC, Lethal 5+, Shock, Stun
Stonesinger Upgrades: When this operative is selected for the battle, select up to two different Stonesinger Upgrade rules to be added to its datacard for the battle.

SONG OF RENEWAL1AP

PSYCHIC. Select one friendly EXODITE DRAGON MASTER operative visible to this operative. That operative regains up to 2D3 lost wounds.

PSYCHIC. Alternatively, each friendly EXODITE DRAGON MASTER operative can regain up to D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point
EXODITE DRAGON MASTER, AELDARI, MOUNTED, PSYKER, STONESINGER
⌀75x42mm


Drakolithe

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.

Drakolithe

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
RendingRending
Preternatural Evasion: Whenever this operative performs the Charge, Fall Back or Reposition action, if it ends that action more than 2" from its previous location, it has SPEED 4+; if it ends more than 5" from its previous location, it has SPEED 7+ instead. Whenever this operative ends its activation, if it didn’t gain SPEED 4+ or SPEED 7+ during that activation, it has SPEED 3-. Note that it’s the distance from the previous location, not the distance moved (in other words it cannot just circle back to its previous location and gain high SPEED).
Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Guard, Pick Up Marker, Place Marker, Reposition and mission actions. This operative cannot perform the Pick Up Marker, Place Marker or mission actions unless there’s a friendly LEYSTALKER operative that isn’t incapacitated. It cannot use any weapons that aren’t on its datacard.
EXODITE DRAGON MASTER, AELDARI, DRAKOLITHE
⌀32mm
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

The MOUNTED keyword is used in the following Exodite Dragon Masters datacards:

Operatives
Other than INFILTRATOR operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two fusion blasters.

* With one of the following options:
  • Burst cannon; fists
  • Fusion blaster; fists
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Killzone Floor
The killzone floor is the lowest level of the killzone (i.e. the game board). Anything that’s on a marker that’s on the killzone floor is also on the killzone floor.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

SPRINT0AP

Move the active operative to a location it can be placed. This must be directly forwards or backwards in one or more straight-line increments, and increments are always rounded up to the nearest inch. It cannot move more than 9" forwards or 3" backwards per activation, and it cannot move more than 12" per turning point.

Before or after one of the increments, you can pivot the active operative up to 45°. This doesn’t use any of its movement allowance, and it can then continue its movement with any remaining move distance.

The active operative cannot climb or finish the move on Vantage terrain higher than 2" from the killzone floor. It can move through operatives and it treats terrain parts less than 2" tall as Accessible terrain. Whenever it moves through an equipment terrain feature, remove that terrain feature from the battle.

An operative cannot perform this action while counteracting. For the purposes of your opponent’s rules, mission rules and killzone rules, this action is treated as the Reposition action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The active operative’s controlling player decides.

6
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.

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:

Mercurial Speed

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-.

An EXODITE DRAGON MASTER MOUNTED operative has SPEED 3- if either of the following are true:
  • It ends the Sprint action and it either moved backwards or less than 4" forwards.
  • It ends its activation without performing the Sprint action.

An EXODITE DRAGON MASTER MOUNTED operative has SPEED 4+ if it ends the Sprint action and moved 4" or more during that action, or SPEED 7+ instead if it moved 7" or more during that action.

Whenever an operative is shooting a friendly EXODITE DRAGON MASTER operative, if that friendly operative has SPEED 4+, you can retain one of your defence dice as a normal success without rolling it; if it has SPEED 7+, you can retain one as a critical success instead.

EXODITE DRAGON MASTER DRAKOLITHE operatives’ SPEED changes as described on their datacard.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

CLEANSING OF THE PALE MOON

The Stonesinger weaves a psychic skirl of purification. Toxins are purged and anguish is soothed as the longlost Maiden Moon is invoked.

CLEANSING OF THE PALE MOON1AP

PSYCHIC. Select one friendly EXODITE DRAGON MASTER operative visible to this operative. Remove one rules effect or stat change your opponent has applied to it (e.g. Poison token, -1APL, cannot be activated or perform actions, etc.) This cannot allow it to regain lost wounds, remove mission pack rules or ignore the effects of being injured.

This operative cannot perform this action while within control range of an enemy operative. Note that unlike this operative’s other unique action upgrades, it can perform this action more than once per turning point.
Grudge

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.

Whenever a friendly HEARTHKYN SALVAGER operative is shooting against, fighting against or retaliating against an enemy operative, for each of your Grudge tokens that enemy operative has, you can retain one of your normal successes as a critical success instead (including any normal successes already retained as a result of the Accurate weapon rule). Note that Grudge tokens aren’t removed when you do this.
GAS BOMBARDMENT

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.

Once per battle STRATEGIC GAMBIT. Place your Gas marker in the killzone; it cannot be placed underneath Vantage terrain. Whenever an operative is within 3" of that marker, subtract 1 from its APL stat. In the Ready step of the next Strategy phase, remove that marker. Note that an operative’s APL stat is only changed while it’s within 3" of that marker. If it moves more than 3" from that marker, its APL stat is no longer changed by this rule.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t..

TURN1AP

Pivot the active operative up to 45°. This doesn’t use any of its movement allowance.

An operative cannot perform this action while counteracting. For the purposes of your opponent’s rules, mission rules and killzone rules, this action is treated as the Dash action, or the Charge action if the active operative ends the action within control range of an enemy operative.
Engage: The operative can perform actions as normal and can counteract.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Saturate
The defender cannot retain cover saves.
Balanced
You can re-roll one of your attack dice.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

Place a marker the active operative is carrying within its control range.

If an operative carrying a marker is incapacitated, it must perform this action before being removed from the killzone, but does so for 0AP. This takes precedence over all rules that prevent it from doing so.

An operative cannot perform this action during the same activation in which it already performed the Pick Up Marker action (unless incapacitated).
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Brutal
Your opponent can only block with critical successes.

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:

*Aimed
This operative cannot use this weapon during an activation in which it moved more than 3", and it cannot move more than 3" during an activation in which it used this weapon. This weapon rule has no effect on preventing the Guard action.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.

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