diff --git a/Big Waaagh!.cat b/Big Waaagh!.cat
new file mode 100644
index 0000000..86a9c06
--- /dev/null
+++ b/Big Waaagh!.cat
@@ -0,0 +1,2040 @@
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+ While a friendly unit has the **^^Power of the Waaagh!^^** keyword:
+• If that unit has the **^^Ironjawz^^** keyword, add 1 to run rolls and charge rolls for that unit.
+• If that unit has the **^^Kruleboyz^^** keyword, that unit's attacks score critical hits on unmodified hit rolls of 5+.
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+ Once Per Turn, Your Movement Phase
+ If your general is on the battlefield, pick a friendlt **^^Big Waaagh!^^** unit that started the battle with 3 or more models and that has been destroyed to be the target.
+ Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of your general and more than 9" from all enemy units.
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+ Once Per Battle, Deployment Phase
+ Pick up to 1 friendly non-**^^Unique Big Waaagh! Ironjawz Hero^^** and up to 1 friendlt non^**^^Unique Big Waaagh! Kruleboyz Hero^^** that do not have a heroic trait to be the targets.
+ Give each target 1 heroic trait from the Big Waaagh! heroic traits.
+**Designer's Note:** *These heroic traits are given to the targets during the deployment phase, not during army composition.*
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+ Once Per Turn, Your Hero Phase
+ Pick up to 1 friendly **^^Big Waaagh! Ironjawz^^** unit and up to 1 friendly **^^Big Waaagh! Kruleboyz^^** unit to be the targets.
+ The targets have the **^^Power of the Waaagh!^^** keyword for the rest of the battle round.
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+ Your Hero Phase
+ 7
+ Pick a friendly **^^Big Waaagh! Wizard^^** to cast this spell, pick a visible friendly **^^Big Waaagh! Infantry^^** unit wholly within 12" of them to be the target, then make a casting roll of 2D6.
+ If the target is an **^^Ironjawz^^** unit, until the start of your next turn, add 3 to the target's control score while it is wholly within 12" of any friendly **^^Kruleboyz^^** units.
+ **^^Spell^^**
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+ Your Hero Phase
+ 4
+ Pick a friendly **^^Big Waaagh! Priest^^** to chant this prayer, pick a visible friendly non-**^^Hero Big Waaagh! Infantry^^** unit that is in combat and wholly within 12" of them to be the target, then make a chanting roll of D6.
+ The target can use 2 **^^Fight^^** abilities this turn. After the first is used, however, the targt has **^^Strike-last^^** for the rest of the turn. If the chanting roll was 10+, you can pick another eligible unit to be a second target.
+ **^^Prayer^^**
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+ Each time you make an unmodified save roll of 6 for a combat attack that targets this unit, inflict 1 mortal damage on the attacking unit after the **^^Fight^^** ability has been resolved.
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+ If an enemy **^^Hero^^** is destroyed by this unit, this unit has the **^^Power of the Waaagh!^^** keyword for the rest of the battle.
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+ Once Per Battle, Your Hero Phase
+ You can use this ability if this unit has the **^^Power of the Waaagh!^^** keyword and a friendly unit has not used a **^^Brutal Kunnin'^^** ability this turn.
+ For the rest of the battle round, friendly **^^Big Waaagh!^^** units have **^^Ward (5+) while they are wholly within 12" of this unit.
+ **^^Brutal Kunnin'^^**
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+ Once Per Battle, Your Hero Phase
+ You can use this ability if this unit has the **^^Power of the Waaagh!^^** keyword and a friendly unit has not used a **^^Brutal Kunnin'^^** ability this turn.
+ For the rest of the battle round, friendly **^^Big Waaagh!^^** units' melee weapons have **Crit (2 Hits)** while they are wholly within 12" of this unit.
+ **^^Brutal Kunnin'^^**
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+ Once Per Battle, Your Hero Phase
+ You can use this ability if this unit has the **^^Power of the Waaagh!^^** keyword and a friendly unit has not used a **^^Brutal Kunnin'^^** ability this turn.
+ For the rest of the battle round, add 1 to wound roll for combat attacks made by friendly **^^Big Waaagh!^^** units while they are wholly within 12" of this unit.
+ **^^Brutal Kunnin'^^**
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+ Your Hero Phase
+ 7
+ If there is not a friendly **Foot of Gork** on the battlefield, pick a friendly **^^Kruleboyz Wizard^^** to cast this spell, then make a casting roll of 2D6.
+ Set up a **Foot of Gork** wholly within 12" of the caster, visible to them and more than 9" from all enemy units. A **Foot of Gork** has 2 parts that must be set up within 9" of each other.
+ **^^Spell^^**, **^^Summon^^**
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diff --git a/Cities of Sigmar - The Duardin Ascendant [LEGENDS].cat b/Cities of Sigmar - The Duardin Ascendant [LEGENDS].cat
new file mode 100644
index 0000000..a19fcdb
--- /dev/null
+++ b/Cities of Sigmar - The Duardin Ascendant [LEGENDS].cat
@@ -0,0 +1,6 @@
+
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diff --git a/Fyreslayers - The Duardin Ascendant [LEGENDS].cat b/Fyreslayers - The Duardin Ascendant [LEGENDS].cat
new file mode 100644
index 0000000..d71d7d0
--- /dev/null
+++ b/Fyreslayers - The Duardin Ascendant [LEGENDS].cat
@@ -0,0 +1,6 @@
+
+
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+
+
diff --git a/Ironjawz - Big Waaagh!.cat b/Ironjawz - Big Waaagh!.cat
new file mode 100644
index 0000000..972c03b
--- /dev/null
+++ b/Ironjawz - Big Waaagh!.cat
@@ -0,0 +1,6 @@
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diff --git a/Ironjawz - Zoggrok's Ironmongerz.cat b/Ironjawz - Zoggrok's Ironmongerz.cat
new file mode 100644
index 0000000..79f4bb9
--- /dev/null
+++ b/Ironjawz - Zoggrok's Ironmongerz.cat
@@ -0,0 +1,821 @@
+
+
+
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+ While a friendly **Zoggrok Anvilsmasha** is within the combat range of another friendly **^^Ardboyz^^** unit:
+• That friendly **Zoggrok Anvilsmasha** has **^^Ward (4+)^^**.
+• Each time you make a successful ward roll for that **Zoggrok Anvilsmasha**, allocate 1 damage point to a friendly **Ardboyz** unit within its combat range after the damage sequence has been resolved.
+
+
+
+
+
+ Friendly **^^Zoggrok's Ironmongers^^ Ardboyz** units with 3 or more models have **^^Ward (5+)^^** while they are wholly within 12" of a different friendly **^^Zoggrok's Ironmongerz^^ Ardboyz** unit with 3 or more models.
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+ Melee weapons used by friendly **^^Zoggrok's Ironmongers^^** units have **Anti-^^Faction terrain^^ (+1 Rend)** and **Anti-^^War Machine^^ (+1 Rend)**.
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+
+
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+ Once Per Turn(Army), End of Any Turn
+ Pick a friendly **^^Zoggrok's Ironmongers^^** unit that is more than 9" from any enemy units and had any damage points allocated to it this turn.
+ That unit can move D6". It cannot pass through the combat ranges of enemy units. It cannot end that move in combat.
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+ Your Hero Phase
+ 5
+ Pick a friendly **^^Zoggrok's Ironmongerz Priest^^** to chant this prayer, then make a chanting roll of D6.
+ If the chanting roll was 5-9, pick a visible terrain feature wholly within 12" of the chanter. If the chanting roll was 10+, pick a visible terrain feature wholly within 18" of the chanter instead. That terrain feature is **trampled by Gork** for the rest of the battle.
+Roll a D3 each time an enemy unit starts or ends a move within 6" of a terrain feature that is **trampled by Gork**. On a 2+, inflict an amount of mortal damage on the enemy unit equal to the roll.
+ **^^Prayer^^**, **^^Unlimited^^**
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 7
+ Pick a friendly **^^Zoggrok's Ironmongerz Wizard^^** to cast this spell, pick a visible friendly **^^Zoggrok's Ironmongerz Infantry^^** unit wholly within 12" of them to be the target, then make a casting roll of 2D6.
+ Until the start of your next turn, add 1 to the number of dice rolled when making charge rolls for the target, to a maximum of 3.
+ **^^Spell^^**, **^^Unlimited^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If any damage points are allocated to an enemy unit by attacks made by this unit, that enemy unit is **krump'd** until the start of your next turn.
+While a unit is **krump'd**:
+
+• Subtract 1 for save rolls for that unit.
+• Ignore positive modifiers to save rolls for that unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If a friendly **^^Zoggrok's Ironmongers^^ Ardboyz** or **^^Brutes^^** unit wholly within 12" of this unit uses the 'Rally' command, you can make 3 additional rally rolls of D6.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 7
+ If there is not a friendly **Gork-Roara** on the battlefield, pick a friendly **^^Ironjawz Wizard^^** to cast this spell, then make a casting roll of 2D6.
+ Set up a **Gork-Roara** wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
+ **^^Spell^^**, **^^Summon^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
diff --git a/Kharadron Overlords - The Duardin Ascendant [LEGENDS].cat b/Kharadron Overlords - The Duardin Ascendant [LEGENDS].cat
new file mode 100644
index 0000000..5cbb0ac
--- /dev/null
+++ b/Kharadron Overlords - The Duardin Ascendant [LEGENDS].cat
@@ -0,0 +1,6 @@
+
+
+
+
+
+
diff --git a/Kruleboyz - Big Waaagh!.cat b/Kruleboyz - Big Waaagh!.cat
new file mode 100644
index 0000000..74359b7
--- /dev/null
+++ b/Kruleboyz - Big Waaagh!.cat
@@ -0,0 +1,6 @@
+
+
+
+
+
+
diff --git a/Kruleboyz - Murkvast Menagerie.cat b/Kruleboyz - Murkvast Menagerie.cat
new file mode 100644
index 0000000..6c6dc93
--- /dev/null
+++ b/Kruleboyz - Murkvast Menagerie.cat
@@ -0,0 +1,778 @@
+
+
+
+
+
+
+
+ Once Per Turn (Army), Your Movement Phase
+ Pick a friendly **^^Murkvast Menagerie Monster^^** unit that was not set up this turn to be the target.
+ The target can move up to 3". It can move into combat. If it was in combat at the start of the move, it must end that move in combat.
+
+
+
+
+
+
+
+ Subtract 1 from hit rolls for combat attacks that target friendly **^^Murkvast Menagerie^^** units while they are wholly within 12" of a friendly **^^Murkvast Menagerie Monster^^** that has not charged this turn.
+
+
+
+
+ Once Per Turn (Army), Any Combat Phase
+ Pick a friendly **^^Murkvast Menagerie Monster^^** unit that has not used any **^^Rampage^^** abilities this turn to use this ability. Then, pick an enemy unit in combat with it to be the target.
+ Roll a number of dice equal to the Health characteristic of that **^^Murkvast Menagerie Monster^^**. For each 6+, inflict 1 mortal damage on the target.
+After this ability has been resolved, this unit cannot use any other **^^Rampage^^** abilities for the rest of the turn.
+ **^^Rampage^^**
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 7
+ Pick a friendly **^^Murkvast Menagerie Wizard^^** to cast this spell, pick a visible friendly **^^Murkvast Menagerie Infantry^^** unit wholly within 12" of them to be the target, then make a casting roll of 2D6.
+ Until the start of your next turn, the target has **^^Ward (5+)^^**.
+ **^^Spell^^**, **^^Unlimited^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, Your Hero Phase
+ Pick an objective within 6" of this unit to be **infested with bugs** for the rest of the battle.
+ While an enemy unit is contesting an objective that is **infested with bugs**:
+• Subtract 3 from that unit's control score.
+• Ignore positive modifiers to that unit's control score.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit has **^^Ward (5+)**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 7
+ If there is not a friendly **Foot of Gork** on the battlefield, pick a friendly **^^Murkvast Menagerie Wizard^^** to cast this spell, then make a casting roll of 2D6.
+ Set up a **Foot of Gork** wholly within 12" of the caster, visible to them and more than 9" from all enemy units. A **Foot of Gork** has 2 parts that must be set up within 9" of each other.
+ **^^Spell^^**, **^^Summon^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
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+
+
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+
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+
+
+
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+
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+
+
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+
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+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+
+
+
+
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+
+
+
+
+
+
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+
+
+
+
+
+
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+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
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+
+
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+
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+
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+
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+
+
+
+
+
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+
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+
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+
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+
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+
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+
+
+
+
+
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+
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+
+
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+
+
+
+
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+
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+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Orruk Warclans - Library.cat b/Orruk Warclans - Library.cat
new file mode 100644
index 0000000..5bd8c41
--- /dev/null
+++ b/Orruk Warclans - Library.cat
@@ -0,0 +1,244 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 8
+ 4+
+ 7+
+
+
+
+
+ Once Per Turn, Your Movement Phase
+ Pick a part of this **^^Manifestation^^** to be the target.
+ Remove the target from the battlefield and set it up again on the battlefield wholly within 8" of the other part of this **^^Manifestation^^**.
+ Then, roll a D3 for each enemy unit within 3" of the target.. On a 2+:
+• Inflict an amount of mortal damage on the target equal to the roll.
+• That unit has the **^^Stomped^^** keyword until the start of your next turn.
+• Subtract 1 from the number of dice rolled when making charge rolls for **^^Stomped^^** units, to a minimum of 1.
+
+
+
+
+
+
+
+ When a number of damage points equal to this **^^Manifestation^^**'s Health characteristic are allocated to it, this **^^Manifestation^^** is destroyed and all its parts are removed from play.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6"
+ 6
+ 5+
+ 7+
+
+
+
+
+ Your Hero Phase
+ Pick a friendly **^^Ironjawz^^** or **^^Kruleboyz Wizard^^** or **^^Priest^^** within 3" of this **^^Manifestation^^** to be the target.
+ Pick either 1 or 2 to add to casting rolls or chanting rolls for the target until the start of your next turn. Then, roll a number of dice equal to the number picked. For each 1-2, allocate 1 damage point to the target (ward rolls cannot be made for those damage points). For each 5+, until the start of your next turn, add 1 to charge rolls for friendly **^^Kruleboyz^^** or **^^Ironjawz^^** units while they are wholly within 12" of this **^^Manifestation^^**.
+
+
+
+
+
+
+ 5
+ 2+
+ 4+
+ 1
+ D3
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 8
+ 5+
+ 7+
+
+
+
+
+
+ Subtract 3 from the control score of enemy units while they are within 6" of this **^^Manifestation^^**.
+
+
+
+
+
+ Enemy units cannot use **^^Run^^** abilities while they are within 6" of this **^^Manifestation^^**.
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 18
+ 4+
+ 15
+
+
+
+
+
+ While this unit has 10 or more damage points, the Attacks characteristic of **The Dread Mace** is 4 and this unit has a Control characteristic of 10.
+
+
+
+
+
+ If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).
+
+
+
+
+ Once Per Turn (Army), Any Charge Phase
+
+ If this unit charged this phase, pick 1 of the following effects:
+• Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
+• Pick an enemy **^^Monster^^** in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
+ **^^Rampage^^**
+
+
+
+
+
+
+ Add 1 to the number of dice rolled when making charge rolls for friendly **^^Destruction^^** units while they are wholly within 12" of this unit, to a maximum of 3.
+
+
+
+
+ Reaction: Opponent declared a **^^Spell^^** ability
+
+ If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per **^^Spell^^** ability.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3+
+ 2+
+ 3
+ 4
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4+
+ 2+
+ 2
+ D3
+ Crit (2 Hits)
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3+
+ 2+
+ 1
+ 2
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Path to Glory - Ravaged Coast.cat b/Path to Glory - Ravaged Coast.cat
new file mode 100644
index 0000000..857aaf2
--- /dev/null
+++ b/Path to Glory - Ravaged Coast.cat
@@ -0,0 +1,3195 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this unit uses a **^^Move^^**ability, add 2" to the distance it can move
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to the Attacks characteristic of this unit's melee weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ End of Any Turn
+
+ While this unit is contesting an objective, enemy **^^Infantry^^** and **^^Cavalry^^** units cannot contest that objective.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit can ignore the effects of the 'Guarded Hero' ability when picking targets for its shooting attacks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit's ranged weapons have **Crit (Mortal)** for the rest of the phase.
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, Reaction: You declared a **^^Shoot^^** ability for this unit
+
+ Immediately after the **^^Shoot^^** ability has been resolved, this unit can use a second **^^Shoot^^** ability.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ Pick an enemy unit that charged this turn and is in combat with this unit to be the target.
+ This unit can move a distance up to its Move characteristic. It can move through the combat ranges of enemy units but cannot end that move within an enemy unit's combat range. Then, roll a dice. On a 3+, the target cannot make a pile-in move for the rest of the phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this unit is contesting an objective that you control, add 6" to the Range characteristic of its ranged weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The 'Battle Damaged' ability has no effect on this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to this unit's Health characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can re-roll charge rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+ Reaction: Opponent declared the 'All-out Attack' command for a unit in combat with this unit
+
+ Add 1 to hit rolls for this unit's attacks for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit can use 2 **^^Rampage^^** abilities in the same turn.
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit has **^^Ward (6+)*.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit's weapons have **Crit (2 Hits)**.
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to save rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Charge Phase
+
+ If this unit is not in combat and has not used a **^^Run^^** or **^^Retreat^^** ability this turn, it can move a distance of 7". This unit can pass through the combat ranges of enemy units but it must end that move within 1⁄2" of a visible enemy unit. If it does so, this unit has charged.
+ **^^Core^^**, **^^Move^^**, **^^Charge^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 2 to charge rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to hit rolls for this unit's combat attacks.
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to wound rolls for this unit's combat attacks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+
+ For the rest of the phase:
+• Subtract 1 from save rolls for this unit.
+• Add 2 to the Rend characteristic of this unit's weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ End of Any Turn
+ Pick each enemy unit in combat with this unit to be the targets.
+ Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Deployment Phase
+
+ Pick 1 of this unit's melee weapons. Add 1 to the Damage characteristic of that weapon for the rest of the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 2 to the Attacks characteristic of this unit's melee weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While each model in this unit is contesting an objective wholly within friendly territory, this unit's melee weapons have **Anti-charge (+1 Rend)**.
+
+
+
+
+
+
+
+
+
+
+
+
+ While each model in this unit is contesting an objective that is not wholly within enemy territory, add 5 to this unit's control score.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, Any Combat Phase
+ If this unit did not charge this turn, pick an enemy unit in combat with it to be the target.
+ Roll a dice. If the roll is less than the number of models in the target unit, inflict an amount of mortal damage on the target equal to the roll
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+
+ If this unit is wholly within friendly territory, roll a dice. On a 4+, for the rest of the turn:
+• Add 1 to save rolls for this unit.
+• This unit has **^^Strike-last^^**.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this unit is contesting an objective within friendly territory, enemy units cannot be set up within 12" of this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+ While each model in this unit is contesting an objective that is not within enemy territory, enemy models that have a lower Health characteristic than this unit cannot contest objectives while they are in combat with this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this unit is contesting an objective within friendly territory, the **Charge (+1 Damage)** weapon ability has no effect on attacks that target this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+ If this unit is in combat with an enemy unit that uses the 'All-out Attack' command, add 1 to save rolls for this unit for the rest of the turn
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to charge rolls for this unit while it is wholly within enemy territory.
+
+
+
+
+
+
+
+
+
+
+
+
+ If this unit charged this turn, add 5 to its control score for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Subtract 1 from wound rolls for shooting attacks that target this unit.
+
+
+
+
+
+
+
+
+
+
+
+ Reaction: You declared a **^^Run^^** ability for this unit
+
+ Instead of making a run roll as part of that **^^Run^^** ability, you can use a value of 6 for the roll that cannot be modified.
+In addition, this unit cannot use **^^Charge^^** abilities for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The **Anti-charge (+1 Rend)** weapon ability has no effect on attacks that target this unit.
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ If this unit charged this turn and is contesting an objective you do not control, pick an enemy unit in combat with this unit to be the target.
+ The target has **^^Strike-last^^** for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, Any Combat Phase
+
+ If this unit is contesting an objective you do not control, this unit can use 2 **^^Fight^^** abilities this phase. After the first is used, however, this unit has **^^Strike-last^^** for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this unit is in enemy territory, this unit's **Companion** weapons have **Crit (Mortal)**.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this unit uses the 'Power Through'
+command, inflict an additional 1 mortal damage on
+the target.
+
+
+
+
+
+
+
+
+
+
+
+
+ Subtract 2 from the control scores of enemy **^^Monsters^^** while they are in combat with this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit cannot be picked to be the target of enemy **^^Rampage^^** abilities.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The effects of the 'Champion', 'Standard Bearer' and 'Musician' abilities do not apply to enemy units while they are within 12" of this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to the Attacks characteristic of this unit's weapons. This also affects weapons that have the **Companion** weapon ability
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, Any Charge Phase
+
+ If this unit is not in combat and has not used a **^^Run^^** or **^^Retreat^^** ability this turn, it can move a distance of 9". This unit can pass through the combat ranges of enemy units but it must end that move within ½" of a visible enemy unit. If it does so, this unit has charged.
+ **^^Core^^**, **^^Move^^**, **^^Charge^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ Pick a visible enemy unit in combat with this unit to be the target.
+ Roll a dice. On a 3+, subtract 1 from save rolls for the target for the rest of the phase.
+ **^^Rampage^^**
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ If this unit charged this turn, pick a visible enemy unit within 1" of it to be the target.
+ Roll a number of dice equal to this unit's Health characteristic minus the number of damage points it has. For each 4+, inflict 1 mortal damage on the target.
+ **^^Rampage^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Turn, Reaction: You declared a **^^Summon Spell^^** ability for this unit
+
+ Add 1 to the casting roll for that spell.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 2 to banishment rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle (Army), End of Battle Round
+
+ Each enemy **^^Manifestation^^** on the battlefield is banished and removed from play.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 3" to the distance that **^^Manifestations^^** summoned by this unit can be set up wholly within.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Movement Phase
+ Pick an enemy **^^Manifestation^^** within 6" of this unit to be the target, then make a banishment roll of2D6.
+ If the banishment roll equals or exceeds the banishment value listed on the **^^Manifestation^^**'s warscroll, inflict D3 mortal damage on the unit that summoned it. Then, the target is banished and removed from play.
+ **^^Banish^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time an enemy unit within 12" of this unit uses a **^^Summon Spell^^** ability, subtract 2 from the casting roll for that spell
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Enemy units within 12" of this unit cannot use **^^Summon Spell^^** abilities.
+
+
+
+
+
+
+
+
+
+
+
+
+ Change the casting roll for that spell to a value of 8 that cannot be modified. In addition, set up the **^^Manifestation^^** on the battlefield wholly within 6" of this unit and visible to them.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Enemy Combat Phase
+
+ If this unit is not in combat, it can move up to 3". It can move into combat.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this unit uses a MOVE ability, add 2" to the distance it can move.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to charge rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit can use **^^Shoot^^** abilities even if it used a **^^Run^^** ability in the same turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ No mortal damage is inflicted on this unit by **^^Retreat^^** abilities.
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, Any Combat Phase
+
+ If this unit did not charge this turn, add 1 to the Damage characteristic of this unit's melee weapons for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ If this unit charged this turn, pick an enemy unit in combat with it to be the target.
+ This unit can immediately use a **^^Shoot^^**ability as if it were your shooting phase, but it must target that enemy unit. This unit's ranged weapons have **Shoot in Combat** this phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this unit is destroyed by a combat attack, roll 12 dice. For each 5+, inflict 1 mortal damage on the attacking unit after the **^^Fight^^** ability has been resolved.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this unit is in combat with an enemy unit that has **^^Strike-first^^**, this unit has **^^Strike-first^^**.
+
+
+
+
+
+
+
+
+
+
+
+
+ Weapon abilities that apply on a critical hit have no effect on attacks that target this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Ward rolls cannot be made for enemy units while they are in combat with this unit.
+
+
+
+
+
+
+
+
+
+
+
+ Reaction: Opponent declared a **^^Fight^^** ability that targeted this unit
+
+ If this unit has not used a **^^Fight^^** ability this phase, until the end of the phase:
+• Each time your opponent makes an unmodified hit roll of 1 for a combat attack that targets this unit, after the **^^Fight^^** ability has been resolved, inflict an amount of mortal damage on the attacking unit equal to the Damage characteristic of the weapon used for that attack.
+• Subtract 1 from hit rolls for this unit's attacks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit's combat attacks score critical hits on unmodified hit rolls of 5+.
+
+
+
+
+
+
+
+
+
+
+
+ Reaction: Opponent declared a **^^Fight^^** ability that targeted this unit
+
+ If this unit has not used a **^^Fight^^** ability this phase, roll a dice. On a 4+, this unit can immediately use a **^^Fight^^** ability but all of its attacks must target that enemy unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time a combat attack that targets this unit does not score a successful hit, inflict 1 mortal damage on the attacking unit after the **^^Fight^^** ability has been resolved.
+
+
+
+
+
+
+
+
+
+
+
+
+ The first time an enemy unit is destroyed by an **^^Attack^^**ability used by this unit, this unit has **^^Ward (6+)^^** for the rest of the battle. Add 1 to ward rolls for this unit for each additional enemy unit destroyed by an **^^Attack^^** ability used by this unit, to a maximum of 2.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Reaction: You declared the 'All-out Attack' command for an **^^Infantry Hero^^** within this unit's combat range
+
+ Add 1 to hit rolls for this unit's attacks for the rest of the phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Subtract 1 from wound rolls for ranged attacks that target friendly non-**^^Monster Heroes^^** while they are within this unit's combat range.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Enemy Combat Phase
+ If this unit did not charge this turn, pick an enemy unit within its combat range to be the target.
+ Roll a dice for each model in this unit within 3" of the target. For each 6, inflict 1 mortal damage on the target.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly non-**^^Monster Hero^^** is within this unit's combat range, add 5 to this unit's control score.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this unit has not used a **^^Move^^** ability or made a pile-in move this turn, add 1 to save rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+ Friendly **^^Infantry Heroes^^** have **^^Ward (5+)^^** while they are wholly within this unit's combat range.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ Pick this unit and a friendly non-**^^Monster Hero^^** within this unit's combat range to be the targets.
+ The targets have **^^Strike-first^^** for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Enemy **^^Infantry^^** units cannot contest objectives while they are in combat with this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Turn, Reaction: You declared a **^^Summon Prayer^^** ability for this unit
+
+ Add 1 to the chanting roll for that prayer.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time a prayer chanted by this unit is answered, **Heal (1)** each friendly unit within 3" of it.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this unit banishes an enemy **^^Manifestation^^**, inflict D6 mortal damage on the unit that summoned it.
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 6" to the distance that **^^Manifestations^^** summoned by this unit can be set up wholly within.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, End of Any Turn
+
+ **Heal (D6)** each friendly unit on the battlefield.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ End of Any Turn
+ Pick a **^^Manifestation^^* within this unit's combat range to be the target
+ Roll a dice. On a 3+, the target is banished and removed from play.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Turn, Reaction: You declared a **^^Summon Prayer^^** ability for this unit
+
+
+ If the prayer is answered, after resolving its effect, instead of resetting this unit's ritual points total to 0, reset it to half the chanting value of the prayer, rounding up.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this unit uses a **^^Summon Prayer^^** ability and the prayer is answered, add 1 to this unit's power level for the rest of the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this unit uses a **^^Move^^** ability, add 2" to the distance it can move
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to charge rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit's melee weapons have **Crit (Auto-wound)**.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to hit rolls for this unit's combat attacks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ Pick an enemy **^^Monster^^** in combat with this unit to be the target.
+ Roll a dice. On a 3+, for the rest of the turn, the target must apply the effects of its 'Battle Damaged' ability regardless of how many damage points it has.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit cannot be picked to be the target of enemy **^^Rampage^^** abilities.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Ignore the first damage point that would be allocated to this unit in each phase.
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit has **^^Ward (5+)^^**.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Charge Phase
+ If this unit charged this phase, pick another friendly unit wholly within 12" of it to be the target.
+ You can re-roll charge rolls for the target for the rest of the phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Hero Phase
+ Pick a friendly non-**^^Hero^^** unit wholly within 12" of this unit to the target.
+ Roll 2D6. Add the roll to the target's control score for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While this unit is in combat, add 1 to wound rolls for combat attacks made by other friendly units while they are within this unit's combat range.
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ Pick this unit and a friendly non-**^^Hero^^* unit within its combat range to be the targets.
+ For the rest of the turn, if either target uses the 'All-out Defence' command, the other target can also use the same command in the same phase and no command points are spent to use the command a second time.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ End of Any Turn
+ If this unit destroyed an enemy unit this turn, pick another visible friendly unit wholly within 12" of this unit to be the target.
+ Until the end of the next battle round, add 1 to the Attacks characteristic of the target's melee weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Passive [Note: This is likely intended to be Any Combat Phase]
+ If this unit is in combat, pick another friendly unit within its combat range to be the target.
+ Pick 1 of the target's melee weapons. Add 1 to the Rend characteristic of that weapon for the rest of the turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Turn (Army), Your Hero Phase
+ If this unit is in combat, pick another friendly unit wholly within 12" of this unit that is in combat to be the target.
+ The target can immediately use a **^^Fight^^** ability as if it were the combat phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Enemy Combat Phase
+ If this unit is not in combat, pick each friendly unit within its combat range that is not in combat to be the targets.
+ Each target can move D6". The targets can pass through the combat ranges of enemy units and can end that move in combat.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The first time this unit uses a non-**Summon Spell^^** ability this phase, add 2 to the casting roll for that spell.
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to unbinding rolls for this unit. In addition, this unit can use the 'Unbind' ability if the enemy **^^Wizard^^** casting the spell is anywhere on the battlefield instead of within 30" of this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ End of Your Turn
+
+ This unit can use a **^^Spell^^** ability as if it were your hero phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If the casting roll for this unit is a double, add 1 to this unit's power level for the rest of the phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this unit uses an **^^Unlimited Spell^^** ability, you can pick up to 2 eligible units to be the targets instead of 1.
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Turn, Your Hero Phase
+
+ The next spell cast by this unit this phase cannot be unbound.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Reaction: Opponent declared a **Fight^^** ability that targeted this unit
+
+ Until the end of the next turn:
+• Subtract 1 from hit rolls and wound rolls for attacks that target this unit.
+• Subtract 1 from the Rend characteristic and Damage characteristic of weapons used for attacks that target this unit.
+• Subtract 1 from this unit's power level, to a minimum of 0.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ End of Your Turn
+
+ If a unit was destroyed by a **^^Spell^^** ability used by this unit this turn, add 1 to this unit's power level for the rest of the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 10 to this unit's control score while it is in combat.
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit cannot targeted by shooting attacks while it is in combat.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Reaction: You declared the 'All-out Attack' or 'All-out Defence' command for this unit
+
+ If this unit is in combat, roll a dice. On a 3+, no command points are spent to use that command.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Shooting Phase
+ If this unit is in combat, pick 1 of its ranged weapons to be the target weapon and pick an enemy unit in combat with it to be the target unit.
+ Roll a dice. On a 3+, the target weapon has **Shoot in Combat** for the rest of the phase but all attacks made with that weapon this phase must target the target unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this unit charged this battle round, it has **^^Strike-first^^** for the rest of the battle round.
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ If this unit is in combat, pick 1 of its non-**Companion** melee weapons to be the target.
+ Roll a dice. On a 1-4, add 1 to the target's Damage characteristic for the rest of the phase. On a 5+, add 2 to the target's Damage characteristic for the rest of the phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ End of Any Turn
+
+ If this unit used a **^^Fight^^** ability this turn, add 1 to the Attacks characteristic of its non-**Companion** melee weapons for the rest of the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+
+ Roll a dice for each enemy unit in combat with this unit. For each 2+, add 1 to the Rend characteristic of this unit's melee weapons for the rest of the phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Deployment Phase
+
+ Give this unit D3 ritual points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Movement Phase
+ Pick an enemy **^^Priest^^** within 12" of this unit to be the target.
+ Roll a D3. Remove a number of ritual points from the target equal to the roll, to a minimum of 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+
+ Add 1 to chanting rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Subtract 1 from chanting rolls for enemy units while they are within 12" of this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time an unmodified chanting roll for an enemy **^^Priest^^** is 1, give this unit D3 ritual points.
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this unit chants a prayer and the chanting roll is 12+, inflict 1 mortal damage on each enemy **^^Priest^^** and enemy **^^Wizard^^**on the battlefield.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 7
+ Pick a friendly **^^Infantry Hero^^** that has been destroyed to be the target, then make a chanting roll of D6.
+ Set up a replacement unit identical to the target wholly within 3" of this unit.
+ **^^Prayer^^**
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, Your Shooting Phase
+ Pick each objective on the battlefield to be the targets.
+ Roll a D6 for each target. Inflict an amount of mortal damage on each unit contesting the target equal to the roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit has **^^Strike-last^^**.
+
+
+
+
+
+
+
+
+
+
+
+
+ Subtract 1 from the Attacks characteristic of this unit's weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time you declare a non-**^^Core^^** ability for this unit, as a reaction, roll a dice. On a 5+, that ability has no effect.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At the end of the battle, roll a dice. On a 5+, this unit suffers D3 battle wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+ Subtract 1 from run rolls and charge rolls for this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+ Damage points allocated to this unit cannot be healed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit cannot use **^^Run^^** or **^^Retreat^^** abilities.
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time you declare a **^^Fight^^** ability for this unit, as a reaction, roll a dice. On a 4+, for the rest of the turn, this unit's non-**Companion** melee weapons cannot be affected by weapon abilities.
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time you declare a command for this unit, as a reaction, roll a dice. On a 4+, that command has no effect, it still counts as having been used and the command points spent to use it are still lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Deployment Phase
+ Pick an enemy **^^Hero^^** to be the target.
+ For the rest of the battle, while this unit is in combat with the target:
+• All of this unit's attacks must target that **^^Hero^^**.
+• Add l to wound rolls for this unit's combat attacks.
+• This unit's melee weapons have **Anti-^^Hero^^(+1 Rend)**.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Deployment Phase
+ Pick 1 of this unit's non-**Companion** melee weapons to be the target weapon.
+ For the rest of the battle, while this unit is in combat, in addition to its own weapon abilities, the target weapon has all of the weapon abilities that the melee weapons used by enemy units in combat with it have, except for the **Companion** weapon ability.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add double the current battle round number to this unit's control score.
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time an unmodified hit roll for a combat attack that targets this unit is 1, inflict 1 mortal damage on the attacking unit after the **^^Fight^^** ability has been resolved.
+
+
+
+
+
+
+
+
+
+
+
+
+ If a friendly unit wholly within 12" of this unit uses the 'Rally' command, you can make 3 additional rally rolls of D6.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
+ **^^Core^^**, **^^Move^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When making run rolls for friendly units wholly within 12" of this unit, if you roll a 1-3, you can use a value of 4 instead.
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to casting rolls for this unit when it casts a spell from the Lore of Magmic Fury.
+
+
+
+
+
+
+
+
+
+
+
+ Any Combat Phase
+ Pick each enemy unit in combat with this unit to be the targets.
+ Roll a dice for each target. On a 2+, inflict 1 mortal damage on the target.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit has **^^Ward (4+)^^** against damage points inflicted by **^^Shoot^^** abilities.
+
+
+
+
+
+
+
+
+
+
+
+ Once Per Battle, Reaction: Opponent declared a **^^Charge^^** ability for an enemy unit within 9" of this unit
+
+ If this unit is not in combat, it can immediately use a **^^Charge^^** ability, but it must end the move within ½" of that enemy unit. If it does
+so, this unit has charged and that enemy unit's **^^Charge^^** ability has no effect. This unit has **^^Strike-last^^** for the rest of the turn.
+ **^^Core^^**, **^^Move^^**, **^^Charge^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Subtract 3 from the control scores of enemy units while they are in combat with this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 6
+ Pick a friendly **^^Wizard^^** to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.
+ Until the start of your next turn, subtract 2 from run rolls and charge rolls for the target, to a minimum of 0.
+ **^^Spell^^**, **^^Unlimited^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 7
+ Pick a friendly **^^Wizard^^** to cast this spell, pick a visible unit wholly within 12" of them and not in combat to be the target, then make a casting roll of 2D6.
+ Inflict D3 mortal damage on the target. Add 1 to the Attacks characteristic of the target's melee weapons for the rest of the turn.
+ **^^Spell^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 7
+ Pick a friendly **^^Wizard^^** to cast this spell, pick a visible terrain feature within 12" of them to be the target, then make a casting roll of 2D6.
+ Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of the target.
+ **^^Spell^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 7
+ Pick a friendly **^^Wizard^^** to cast this spell, pick an enemy unit within 18" of them to be the target, then make a casting roll of 2D6.
+ Until the start of your next turn, each time your opponent declares an ability for the target, as a reaction, roll a dice. On a 4+, inflict 1 mortal damage on the target.
+ **^^Spell^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 8
+ Pick a friendly **^^Wizard^^** to cast this spell, pick a visible friendly unit that is in combat and is wholly within 12" of them to be the target, then make a casting roll of 2D6.
+ The target can immediately use a **^^Fight^^** ability as if it were the combat phase. The target has **^^Strike-last^^** for the rest of the turn.
+ **^^Spell^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 6
+ Pick a friendly **^^Wizard^^** to cast this spell, then make a casting roll of 2D6.
+ The caster has **^^Ward (5+)^^** until the start of your next turn.
+ **^^Spell^^**
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 4
+ Pick a friendly **^^Priest^^** to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.
+ Add 3 to the target's control score until the start of your next turn. If the chanting roll was 8+, add 10 to the target's control score until the start of your next turn instead.
+ **^^Prayer^^**, **^^Unlimited^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 4
+ Pick a friendly **^^Priest^^** to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.
+ Add 1 to wound rolls for the target's combat attacks until the start of your next turn. If the chanting roll was 8+, you can pick up to 2 eligible units to be the targets instead of 1
+ **^^Prayer^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 4
+ Pick a friendly **^^Priest^^** to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.
+ Until the start of your next turn:
+• The target can use a **^^Retreat^^** ability and still use **^^Shoot^^** and/or **^^Charge^^** abilities later in the turn. If the chanting roll was 8+, after the **^^Retreat^^** ability has been resolved, inflict D3 mortal damage on each enemy unit that was in combat with the target at the start of the move.
+• No mortal damage is inflicted on the target by
+**^^Retreat^^** abilities.
+ **^^Prayer^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 4
+ Pick a friendly **^^Priest^^** to chant this prayer, pick a visible enemy unit wholly within 18" of them to be the target, then make a chanting roll of D6.
+ Until the start of your next turn:
+• The target's melee weapons cannot be affected by weapon abilities other than the **Companion** weapon ability.
+• If the chanting roll was 10+, for each unmodified hit roll of 1 for a combat attack made by the target, inflict 1 mortal damage on the target after the **^^Fight^^** ability has been resolved.
+ **^^Prayer^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 4
+ Pick a friendly **^^Priest^^** to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.
+ Add 2 to charge rolls for the target until the start of your next turn. If the chanting roll was 8+, add 4 to charge rolls for the target until the start of your next turn instead.
+ **^^Prayer^^**
+
+
+
+
+
+
+
+
+
+
+
+ Your Hero Phase
+ 4
+ Pick a friendly **^^Priest^^** to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.
+ Until the start of your next turn, each time an enemy unit ends a move made as part of a **^^Charge^^** ability within 3" of the target, inflict D3 mortal damage on that unit after the **^^Charge^^** ability has been resolved. If the chanting roll was 8+, inflict D6 mortal damage on that unit instead.
+ **^^Prayer^^**
+
+
+
+
+
+
+
+
+
+
+
+
+