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=== New Special Rules === '''Blood Frenzy''' :''Due to hundreds of generations of masterful breeding and their inherent empathy with living things, Exodites have amazing control over their steeds. However, once those steeds begin to gorge themselves, even the most skilled riders have little control over the massive beasts.'' Units where all models have this special rule have Hit and Run on the first turn of combat. However, units with at least one model with this special rule that remain engaged after the first turn of combat lose Hit and Run and gain Stubborn. Furthermore, when rolling for Sweeping Advance after the first turn of combat (whether they win or lose the combat), they may only add D3 to their Initiative for their Sweeping Advance score, rather than D6, and if consolidating, they may only consolidate D3". '''Agile''' :''Though not nearly as fast as the purpose-built war machines of their Craftworld cousins (needing only to be able to keep up with the lumbering carnosaurs), Eldar Walkers are nevertheless things of grace and fluidity compared with human Knights and Titans.'' In the Shooting Phase, this model can choose to either: * Fire a single weapon and then Run, or Run and then fire a single weapon * Fire no weapons and Run twice '''Knight’s Code''' :''Like most human Knights, the Exodite Knights were developed initially as platforms with which to herd the large dinosaur-like beasts that formed basis of the Exodite World’s way of life. Over time, societies based around chivalry developed, and Knights became symbols of status that were used in “duels” against other knights, both Exodite and human.'' Knights with this special rule can issues challenges to, and accept Challenges from, enemy Super-heavy Walkers and Gargantuan Creatures (although these must follow their own rules for whether they can accept Challenges).
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