Warhammer’s latest previews hit two very different kinds of nostalgia. Exodites bring old-school Aeldari weirdness into Kill Team with fresh rules.
Meanwhile, Nazdreg returns with a new model and video game role. So, both reveals feel like big wins for long-time hobby fans.
Exodite Dragon Masters Rewrite Kill Team Movement

The Exodite Dragon Masters are not just cool Aeldari on dinosaurs, although that already sells the box. Instead, they introduce a kill team that plays almost nothing like standard infantry teams. With only three major operatives and two drakolithe beasts, they are the most elite team in the game. That means every activation matters, and bad positioning will hurt fast.

However, their setup gives them a huge planning advantage. The Dragon Masters do not begin on the board. Their drakolithes scout first, then the mounted operatives deploy from reserve when activated in the first Firefight phase.

So, the Exodite player can watch enemy positions before committing precious models. Once they arrive, each mounted operative activates twice per Turning Point. They still split their 4AP across those activations, with no more than 3AP spent at once. That flexibility should make them feel slippery, aggressive, and difficult to pin down. However, their height creates real weakness, since they cannot rely on light cover or small terrain. Therefore, survival comes from movement rather than hiding.

Mercurial Speed rewards fast movement with retained defense dice. Move 4 inches or more, and you retain a normal success. Move 7 inches or more, and you retain a critical success.


That is very Aeldari, but with a monster-rider twist. Even movement itself changes, since they use Sprint and Turn instead of normal movement actions. Sprint costs 0AP, moves straight forward or backward, and allows limited pivoting.

Meanwhile, Turn costs 1AP and helps line up attacks or avoid terrain traps. This makes the team feel like cavalry in a skirmish game. You will need to plan lanes, angles, and exit paths before launching the charge.
Nazdreg Returns With Dakka, Swagger, and Total War Hype

Nazdreg Ug Urdgrub is back, and the new model looks like proper Bad Moon royalty. The article frames him as the flashiest Ork Warboss around, and that feels earned. He updates the old second-edition miniature while keeping enough nostalgic details to please veteran greenskin players.

The kneepads, gutplate, and banner all nod back to the classic version. However, the new sculpt clearly belongs beside modern Ork kits. His mega armour carries the Kustom Blasta X, a ridiculous personal gun with three shooting profiles.

Better yet, Nazdreg can fire all three profiles at once. He even hits on a 4+, which is practically marksmanship by Ork standards. Also, he can shoot the weapon in combat, because subtlety is for weaker species. In melee, Moonchewa brings Cleave and Damage 3, making him dangerous into elite infantry. Chaos Chosen and Custodes will not enjoy that conversation.

Beyond raw output, Nazdreg gives his unit Deep Strike, ignores cover, and enables nearby auto-passed battleshock. He also has a reactive move and can make a unit act like the Waaagh! was called. That package makes him more than a beatstick.

Meanwhile, the reveal confirms Nazdreg will also appear in Total War: Warhammer 40,000. He will feature in early narrative events tied to Armageddon, which is perfect for his lore. The model releases alongside Codex: Orks in a few weeks.
Overall, these previews show Games Workshop using nostalgia in the right way. The Exodites are not just pretty throwbacks, because their rules change how Kill Team feels. Meanwhile, Nazdreg keeps his old attitude while gaining modern tabletop muscle. If both releases land well, Aeldari and Ork players should have plenty to brag about.

