Aeldari
Exodite Dragon Masters
Recon/Seek And Destroy
The Exodite Dragon Masters are elite Aeldari cavalry hunters who ride bonded drakesteeds into battle. At the ceremonial heart of every Dragon Master triad are three clan champions bonded in a harmony of martial, spiritual and strategic skills, bolstered by the strength and speed of their ferocious mounts and the keen senses of their Drakolithes.
Faction Rules
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.
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.
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.
Sprint
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.
Turn
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.
*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.
Operatives
Strategic Ploys
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.
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.
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.
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
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.
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-.
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.
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.
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.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).
Operatives connected to the inside of it can perform the following unique action during the battle:
The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,
or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.
In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed
or at the end of the turning point (whichever comes first).
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A EXODITE DRAGON MASTERS killteam is composed of: - 1 EXODITE DRAGON MASTER CLANBLADE operative - 1 EXODITE DRAGON MASTER LEYSTALKER operative - 1 EXODITE DRAGON MASTER STONESINGER operative - 2 EXODITE DRAGON MASTER DRAKOLITHE operatives