diff --git a/asklanders.cat b/2nd-asklanders.cat
similarity index 100%
rename from asklanders.cat
rename to 2nd-asklanders.cat
diff --git a/beastHerds.cat b/2nd-beastHerds.cat
similarity index 100%
rename from beastHerds.cat
rename to 2nd-beastHerds.cat
diff --git a/cultOfErrahman.cat b/2nd-cultOfErrahman.cat
similarity index 100%
rename from cultOfErrahman.cat
rename to 2nd-cultOfErrahman.cat
diff --git a/cultists.cat b/2nd-cultists.cat
similarity index 100%
rename from cultists.cat
rename to 2nd-cultists.cat
diff --git a/daemonLegions.cat b/2nd-daemonLegions.cat
similarity index 100%
rename from daemonLegions.cat
rename to 2nd-daemonLegions.cat
diff --git a/dreadElves2.cat b/2nd-dreadElves.cat
similarity index 100%
rename from dreadElves2.cat
rename to 2nd-dreadElves.cat
diff --git a/dreadFleet.cat b/2nd-dreadFleet.cat
similarity index 100%
rename from dreadFleet.cat
rename to 2nd-dreadFleet.cat
diff --git a/dwarvenHolds.cat b/2nd-dwarvenHolds.cat
similarity index 100%
rename from dwarvenHolds.cat
rename to 2nd-dwarvenHolds.cat
diff --git a/empireOfSonnstahl.cat b/2nd-empireOfSonnstahl.cat
similarity index 100%
rename from empireOfSonnstahl.cat
rename to 2nd-empireOfSonnstahl.cat
diff --git a/highbornElves.cat b/2nd-highbornElves.cat
similarity index 100%
rename from highbornElves.cat
rename to 2nd-highbornElves.cat
diff --git a/hobgoblins.cat b/2nd-hobgoblins.cat
similarity index 100%
rename from hobgoblins.cat
rename to 2nd-hobgoblins.cat
diff --git a/infernalDwarves2.cat b/2nd-infernalDwarves.cat
similarity index 100%
rename from infernalDwarves2.cat
rename to 2nd-infernalDwarves.cat
diff --git a/kingdomOfEquitaine2.cat b/2nd-kingdomOfEquitaine.cat
similarity index 100%
rename from kingdomOfEquitaine2.cat
rename to 2nd-kingdomOfEquitaine.cat
diff --git a/legionsOfSin.cat b/2nd-legionsOfSin.cat
similarity index 100%
rename from legionsOfSin.cat
rename to 2nd-legionsOfSin.cat
diff --git a/makhar.cat b/2nd-makhar.cat
similarity index 100%
rename from makhar.cat
rename to 2nd-makhar.cat
diff --git a/ogreKhans.cat b/2nd-ogreKhans.cat
similarity index 100%
rename from ogreKhans.cat
rename to 2nd-ogreKhans.cat
diff --git a/orcsAndGoblins2.cat b/2nd-orcsAndGoblins.cat
similarity index 100%
rename from orcsAndGoblins2.cat
rename to 2nd-orcsAndGoblins.cat
diff --git a/saurianAncients2.cat b/2nd-saurianAncients.cat
similarity index 100%
rename from saurianAncients2.cat
rename to 2nd-saurianAncients.cat
diff --git a/sylvanElves.cat b/2nd-sylvanElves.cat
similarity index 100%
rename from sylvanElves.cat
rename to 2nd-sylvanElves.cat
diff --git a/theNinthAge-FantasyBattles.gst b/2nd-theNinthAge-FantasyBattles.gst
similarity index 100%
rename from theNinthAge-FantasyBattles.gst
rename to 2nd-theNinthAge-FantasyBattles.gst
diff --git a/undyingDynasties.cat b/2nd-undyingDynasties.cat
similarity index 100%
rename from undyingDynasties.cat
rename to 2nd-undyingDynasties.cat
diff --git a/vampireCovenant.cat b/2nd-vampireCovenant.cat
similarity index 100%
rename from vampireCovenant.cat
rename to 2nd-vampireCovenant.cat
diff --git a/verminSwarm.cat b/2nd-verminSwarm.cat
similarity index 100%
rename from verminSwarm.cat
rename to 2nd-verminSwarm.cat
diff --git a/warriorsOfTheDarkGods.cat b/2nd-warriorsOfTheDarkGods.cat
similarity index 100%
rename from warriorsOfTheDarkGods.cat
rename to 2nd-warriorsOfTheDarkGods.cat
diff --git a/3rd-dreadElves.cat b/3rd-dreadElves.cat
new file mode 100644
index 0000000..21e29e5
--- /dev/null
+++ b/3rd-dreadElves.cat
@@ -0,0 +1,2460 @@
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diff --git a/T9A-FB-3rd.gst b/T9A-FB-3rd.gst
index 116ea06..5b351b2 100644
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+++ b/T9A-FB-3rd.gst
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\ No newline at end of file
diff --git a/kingdomOfEquitaine.cat b/kingdomOfEquitaine.cat
deleted file mode 100644
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- When deploying the unit, you may place a Wall Terrain Feature fully within 1” of the unit’s Front Facing but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to as wide as the unit, to a maximum of 12" and up to 20mm deep. It follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.
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-
- 4"
- 8"
- 5
-
-
-
-
-
- 1
- 2
- 3
- 0
-
-
-
-
-
- 1
- 2
- 3
- 0
- 3
-
-
-
-
-
- Standard
- Infantry
- 20×20
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Before shooting a Longbow, the model may choose to use Braziers to gain Flaming Attacks for its Shooting Attack. Effects last for the duration of the Phase.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8"
- 16"
- 8
-
-
-
-
-
- 1
- 4
- 3
- 2
- The Blessing, Heavy Armour, Shield
-
-
-
-
- 1
- 4
- 4
- 1
- 4
- Lance Formation, Questing Oath, Bastard Sword
-
-
-
-
- 1
- 3
- 3
- 0
- 3
- Devastating Charge (+1 Str, +1 AP), Harnessed
-
-
-
-
- Standard
- Cavalry
- 25×50
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Enemy models do not count as charging for the purpose of Devastating Charge when attacking models with Forlorn Hope.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4"
- 8"
- 8
-
-
-
-
-
- 1
- 4
- 3
- 0
- Forlorn Hope, The Blessing, Heavy Armour, Shield
-
-
-
-
- 1
- 4
- 4
- 1
- 4
- Questing Oath, Bastard Sword
-
-
-
-
- Standard
- Infantry
- 20×20
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Only Damsels and Characters with Grail Oath may join a unit with this rule.
-
-
- The model part can make up to 2 Supporting Attacks when its unit has at least one Full Rank.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8"
- 16"
- 8
-
-
-
-
-
- 1
- 5
- 4
- 2
- The Blessing, Heavy Armour, Shield
-
-
-
-
- 2
- 5
- 4
- 1
- 5
- Divine Attacks, Grail Oath, Holy Might, Lance Formation, Oath of Fealty, Lance
-
-
-
-
- 1
- 3
- 3
- 0
- 3
- Devastating Charge (+1 Str, +1 AP), Harnessed
-
-
-
-
- Standard
- Cavalry
- 25×50
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8"
- 16"
- 8
-
-
-
-
-
- 3
- 6
- 4
- 2
- Thrice Blessed, Heavy Armour, Shield
-
-
-
-
- 5
- 6
- 4
- 1
- 6
- Lambent Sword
-
-
-
-
- 1
- 4
- 4
- 1
- 4
- Devastating Charge (+1 Str, +1 AP), Harnessed
-
-
-
-
- +2
- +2
- Ignores Parry
-
-
-
-
- Standard
- Cavalry
- 25×50
-
-
-
-
-
- The Green Knight cannot be deployed during the Deployment Phase. Once per game, at the start of any of your Movement Phases, you may deploy The Green Knight within 6” of a friendly Damsel. The Green Knight cannot perform a March Move this Player Turn. If The Green Knight has not been deployed by the end of the game, it counts as destroyed.
-While The Green Knight is within 12” of a friendly Damsel, it gains Stubborn and may Issue and Accept Duels as if was a Champion.
-
-
-
- The Green Knight gains The Blessing. If the Army Prayed, The Green Knight gains Aegis (+1).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8"
- 16"
- 6
-
-
-
-
-
- 1
- 3
- 3
- 1
-
-
-
-
-
- 1
- 3
- 3
- 0
- 3
- Light Lance
-
-
-
-
- 1
- 3
- 3
- 0
- 3
- Harnessed
-
-
-
-
- Standard
- Cavalry
- 25×50
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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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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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4"
- 8"
- 5
-
-
-
-
-
- 1
- 2
- 3
- 0
- Hard Target (1)
-
-
-
-
- 1
- 2
- 3
- 0
- 3
- Quick to Fire, Longbow (3+)
-
-
-
-
- Standard
- Infantry
- 20×20
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4"
- 8"
- 7
-
-
-
-
-
- 1
- 2
- 3
- 0
- Light Armour
-
-
-
-
- 1
- 3
- 3
- 0
- 3
- Devastating Charge (+1 Att), Hatred
-
-
-
-
- Standard
- Infantry
- 20×20
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4"
- 8"
- 8
-
-
-
-
-
- 4
- 3
- 4
- 2
- The Blessing, Heavy Armour
-
-
-
-
- 4
- 3
- 3
- 0
- 3
- Devastating Charge (+1 Att), Impact Hits (D3), Oath of Fealty
-
-
-
-
- Standard
- Infantry
- 40×60
-
-
-
-
-
- A unit joined by a Sacred Reliquary gains Fight in Extra Rank. If the Sacred Reliquary is in base contact with an enemy model, the Sacred Reliquary and all friendly units that are Engaged in the same Combat gain +1 Armour
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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-
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-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8" (8")
- 16" (16")
- 8
-
-
-
-
-
- 2
- 4
- 4
- 2
- The Blessing, Heavy Armour, Shield
-
-
-
-
- 1
- 4
- 4
- 1
- 3
- Devastating Charge (+1 Att), Oath of Fealty, Lance
-
-
-
-
- 2
- 3
- 4
- 1
- 4
- Harnessed
-
-
-
-
- Large
- Cavalry
- 40×40
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2
- 3
- 0
- 3
- Move or Fire, Scorpion (4+)
-
-
-
-
- 6
- 1
- 4
- 0
-
-
-
-
-
- 0"
- 0"
- 5
-
-
-
-
-
- Standard
- Construct
- 75Ø
-
-
-
-
- 48"
- 1
- 3 [6]
- 10
- Area Attack (1×5), [Mulitple Wounds (D3+1, Clipped Wings)]
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 2
- 3
- 0
- 3
- Move or Fire, Trebuchet (4+)
-
-
-
-
- 6
- 1
- 4
- 0
-
-
-
-
-
- 0"
- 0"
- 5
-
-
-
-
-
- Large
- Construct
- 75Ø
-
-
-
-
- 12-60"
- 1
- 4 [8]
- 2 [6]
- Area Attack (4×4), [Mulitple Wounds (D3, Clipped Wings)]
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Gigantic
- Infantry
- 50×75
-
-
-
-
- 7"
- 14"
- 8
-
-
-
-
-
-
-
-
-
-
-
-
- 7
- 3
- 5
- 1
- Shield
-
-
-
-
- 5
- 3
- 5
- 2
- 3
- Rage
-
-
-
-
-
- Attack Attribute – Close Combat.
-Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Universal Rule.
-The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- +1
- +1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8"
- 16"
- C
-
-
-
-
-
- C
- C
- C
- C+2
-
-
-
-
-
- 1
- 3
- 3
- 0
- 3
- Devastating Charge (+1 Str, +1 AP), Harnessed
-
-
-
-
- Standard
- Cavalry
- 25×50
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 7" (8")
- 14" (16")
- C
-
-
-
-
-
- 4
- C
- 5
- C+1
-
-
-
-
-
- 4
- 4
- 5
- 3
- 4
- Devastating Charge (+1 Att), Harnessed
-
-
-
-
- Large
- Cavalry
- 50×50
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 7" (8")
- 14" (16")
- C
-
-
-
-
-
- C
- C
- 4
- C+2
-
-
-
-
-
- 2
- 4
- 4
- 1
- 4
- Harnessed
-
-
-
-
- Large
- Cavalry
- 40×40
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 10"
- 20"
- C
-
-
-
-
-
- C
- C
- 4
- C+1
-
-
-
-
-
- 2
- 5
- 4
- 1
- 5
- Harnessed
-
-
-
-
- Standard
- Cavalry
- 25×50
-
-
-
-
-
- All models in the model's unit gain Strider (Forest) and Magical Attacks.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Lance Enchantment
- Cannot be taken by a model with Might. Attacks made with this weapon gain Magical Attacks and Devastating Charge (Multiple Wounds (D3+1)).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Hand Weapon Enchantment
- When using this weapon, the wielder gains +1 Strength, +1 Armour Penetration, +1 Attack Value, and Magical Attacks. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards. The Weapon Enchantments of the chosen weapon are ignored for the rest of the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Lance Enchantment
- The wielder gains Breath Attack (Str 5, AP 0, Flaming Attacks). Attacks made with this weapon gain Magical Attacks and Flaming Attacks.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- One use only. May be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this Player Turn.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- One use only. May be activated after rolling for a Dispel Attempt. Add +2 to the rolled result. This is an exception to the Casting and Dispelling Modifiers rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Shield Enchantment
- While using this Shield, the wearer gains Aegis (+1, max 4+). Attacks against the bearer with Divine Attacks lose this Attack Attribute.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- One Use Only. Activate when the bearer reaches 0 (or fewer) Health Points. Ignore all Health Point losses below 0 and do not remove the bearer as a casualty. Instead, after resolving all simultaneous attacks (such as all Shooting Attacks from the same unit or all Melee Attacks at the same Initiative Step), the bearer's Health Points are set to 1, and it gains Aegis (3+) until the end of the Player Turn.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- One use only. May be activated at the start of the opponent's Magic Phase. In this phase, during Siphon the Veil, before converting Veil Tokens into Magic Dice, remove 1 Veil Token from the Active Player’s Veil Token pool for each friendly unit that is Engaged in Combat within 18” of the bearer. Add the tokens removed this way to your Veil Token pool. This cannot increase your Veil Token pool beyond 6 Veil Tokens. Any excess Veil Tokens are discarded.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Shield Enchantment
- While using this Shield, the bearer must reroll all natural to-hit and to-wound rolls of ‘1’ with its Close Combat Attacks, and must reroll all natural Armour Save rolls of ‘1’.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Heavy Armour Enchantment
- The bearer gains +1 Armour and Aegis (+1, max. 4+, against Armour Penetration 6 or more).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Heavy Armour Enchantment
- The wearer gains +1 Armour and must reroll failed Armour Saves.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Banner Enchantment
- The bearer’s unit gains Aegis (+1, max 4+, against Ranged Attacks). Furthermore, enemy units cannot choose Stand and Shoot as Charge Reaction when charged by the bearer’s unit.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Banner Enchantment
- One use only. May be activated during the owning player’s Movement Phase. The bearer's unit gains +2 March Rate, Ghost Step, and loses Scoring. All friendly units are treated as Impassable Terrain. Effects last until the start of the next Player Turn.
-
-
-
-
-
-
-
-
-
-
-
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- Banner Enchantment
- R&F Cavalry models in the bearer's unit gain Impact Hits (X), where X is equal to the number of Full Ranks in the unit. These Impact Hits are resolved with Strength 4 and Armour Penetration 1.
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- Banner Enchantment
- The bearer gains Fear. Enemy units in base contact with the bearer’s unit cannot benefit from Rally Around the Flag.
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- When using a Lance, the bearer gains Devastating Charge (+1 Att, +1 Str, +1 AP), and when Charging, every unsaved wound caused by the bearer’s Close Combat Attacks using a Lance, before applying Multiple Wounds, generates another Close Combat Attack at the same Initiative Step. Resolve these attacks before removing any casualties. These new attacks do not generate any further attacks.
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- The bearer automatically issues a Duel whenever possible (this can not be prevented by issuing a Duel with another friendly model first), and this Duel must be accepted whenever possible. When Fighting a Duel, the bearer must reroll failed to-hit and to-wound rolls.
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- Attacks made by the bearer that are allocated towards models of Large Size must reroll failed to-hit rolls. Attacks made by the bearer that are allocated towards models with Towering Presence must reroll both failed to-hit and failed to-wound rolls.
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- The Bearer gains Lethal Strike. Close Combat Attacks made by the bearer that roll a natural 6 to wound gain Multiple Wounds (D3).
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- The bearer and all R&F models in the bearer’s unit gain Aegis (+1, max 5+). The bearer may only join Standard Size units.
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- Charge Range rolls of the bearer's unit and Charge Range rolls towards enemy units in base contact with the bearer are subject to Maximised Roll.
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- The bearer’s Commanding Presence range is increased to 12′′, and it gains Insignificant and Rally Around the Flag. However, only units with more than half of their models with Insignificant may benefit from this instance of Rally Around the Flag.
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- A unit gains +2 March Rate until the end of the Movement Phase if:
- - more than half of its models with type Infantry and/or Cavalry have Serf and
- - the unit is under the effect of Commanding Presence from one or more models with Oath of fealty at the start of its March Move.
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- The model gains Aegis (6+). Before rolling for first turn (at the beginning of step 7 of the Deployment Phase Sequence), decide if the Kingdom of Equitaine Army Prays or not. If it does, models with The Blessing gain Aegis (5+, against Strength 5 or more), and the Army cannot gain any bonus to the dice roll for first turn.
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- The model gains Fight in Extra Rank. If more than half of a unit's models have Lance Formation, the unit only requires ranks to be 3 models wide in order to form Full Ranks, and when such unit charges (with ranks 3 models wide), models with Lance Formation in the unit gain an additional instance of Fight in Extra Rank.
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- Universal Rule: The model gains Commanding Presence with the following restrictions: It has a range of 6" and can only benefit units with more than half of their models with Serf.
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- Universal Rule: The model is immune to the effects of Fear of enemy models. Models with Questing Oath add +2” to their Charge Range rolls against enemy units with at least one model with Fear.
-Attack Attribute: The model part gains +1 to-hit with Close Combat Attacks against models with Fear.
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- Universal Rule: The model gains Fearless.
-Personal Protection: The model gains Aegis (5+). Characters with Grail Oath gain +1 Defensive Skill.
-Attack Attribute: The model part gains Magical Attacks. Characters with Grail Oath gain +1 Offensive Skill.
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- A unit consisting entirely of models with this rule may reroll failed Charge Range rolls. The model gains Frenzy while Engaged in Combat.
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- +2
- +2
- Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0 (regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the same way. A Bastard Sword can be enchanted as if it was a Great Weapon.
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-
\ No newline at end of file
diff --git a/orcsAndGoblins.cat b/orcsAndGoblins.cat
deleted file mode 100644
index 5b61a07..0000000
--- a/orcsAndGoblins.cat
+++ /dev/null
@@ -1,4060 +0,0 @@
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- Born to Fight, Light Lance
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- 1
- 3[7]
- 0[4]
- Catapult (4). [Multiple Wounds (D3, Clipped Wings)].
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\ No newline at end of file
diff --git a/saurianAncients.cat b/saurianAncients.cat
deleted file mode 100644
index 6f300e6..0000000
--- a/saurianAncients.cat
+++ /dev/null
@@ -1,4838 +0,0 @@
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- Light Armour
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- 25×25
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- 4"
- 8"
- 8
- Cold-Blooded, Palanquin, Tall, Wizard Master
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- 4
- 2
- 4
- 0
- Aegis (4+)
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-
- 1
- 2
- 3
- 0
- 2
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- Standard
- Infantry
- 50×50
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-
- When a Cuatl Lord is in a unit with 5 or more models with Bodyguard, it gains Stand Behind . A model with this Model Rule can be the General even if it is also the Battle Standard Bearer, and it cannot be chosen by the enemy as the model that refuses a Challenge. The model counts as being Mounted.
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- During Siphon the Veil, the owner must turn Veil Tokens into Magic Dice for a cost of 2:1 (instead of 3:1). At the end of each friendly Siphon the Veil subphase, all Veil Tokens that have not been turned into Magic Dice are discarded.
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- The Cuatl Lord gains Channel (1) and a +1 modifier to its casting rolls. When rolling casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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- Instead of selecting spells, the Cuatl Lord knows all spells from Divination. A single Learned Spell may be exchanged for the Hereditary Spell during Spell Selection. All friendly model parts with telepathic link within 12" count as a wizard for the purpose of "The Conclave".
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- The Cuatl Lord gains Protean Magic and access to Druidism, and knows all the Learned Spells it now has access to as well as its Hereditary Spell. This Discipline cannot be combined with Ancient Knowledge or the Sun Tablet Artefact.
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- Every time the Cuatl Lord successfully casts a spell from Evocation, it can choose to discard one or more Veil Tokens instead of casting the Attribute Spell. For each Veil Token discarded this way, choose one unengaged enemy unit within 12” of a target of the spell (no unit can be chosen more than once per spell). Each chosen unit suffers a hit with Strength 4, Armour Penetration 0, Area Attack (2), and Magical Attacks
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- The owner of the Cuatl Lord may reroll its first failed Dispel Attempt in each enemy Magic Phase.
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- The Cuatl Lord knows Learned Spell 1 in addition to its regular spells from its chosen Path.
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- The Cuatl Lord may cast spells of any type through models with Telepathic Link. When casting spells through a Telepathic Link, the range of spells of the type "Damage" without "Aura" is not reduced. Otherwise follow the normal rules of Telepathic Link.
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- 6"
- 12"
- 6
- Cold-Blooded, Strider (Water Terrain)
-
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-
- 2
- 4
- 3
- 1
- Light Armour
-
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-
- 3
- 4
- 4
- 1
- 6
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-
- Standard
- Infantry
- 20×20
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- 6"
- 12"
- 5
- Cold-Blooded, Strider (Water Terrain), Telepathic Link, Wizard Apprentice
-
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-
- 2
- 2
- 2
- 1
-
-
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-
- 1
- 2
- 3
- 0
- 4
-
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-
- Standard
- Infantry
- 20×20
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- 6"
- 12"
- 7
- Cold-Blooded, Fear, Strider (Water Terrain)
-
-
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-
- 4
- 5
- 5
- 3
- Light Armour
-
-
-
-
- 4
- 5
- 5
- 2
- 3
- Born Predator
-
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-
- Large
- Infantry
- 40×40
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-
- 4"
- 8"
- 8
- Cold-Blooded, Scoring
-
-
-
-
- 1
- 3
- 4
- 2
- Shield
-
-
-
-
-
-
-
-
-
-
-
- 2
- 3
- 4
- 1
- 2
- Born Predator
-
-
-
-
- Standard
- Infantry
- 25×25
-
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-
- The Saurian Warrior gains Fear
-
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-
-
-
-
- The Saurian Warrior gains +1 Agility and Fight in Extra Rank.
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-
-
- The Saurian Warrior gains +1 Advance Rate and +2 March Rate.
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-
-
- The Saurian Warrior gains +1 Armour against Close Combat Attacks.
-
-
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-
-
-
-
-
-
- 6"
- 12"
- 5
- Cold-Blooded, Scoring, Strider (Water Terrain)
-
-
-
-
- 1
- 2
- 2
- 1
- Shield
-
-
-
-
- 1
- 2
- 3
- 0
- 4
-
-
-
-
-
- Standard
- Infantry
- 20×20
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6"
- 12"
- 7
- Cold-Blooded, Combined Strength, Scoring, Strider (Water Terrain)
-
-
-
-
- 3
- 3
- 4
- 3
-
-
-
-
-
- 3
- 3
- 5
- 2
- 2
- Born Predator, Halberd
-
-
-
-
- Large
- Infantry
- 40×40
-
-
-
-
-
- Skink Braves and Caimans in the same unit do not share a common Health Pool even though they are both R&F models. Instead, each type have their own Health Pool (lost Health Points are never passed between the types, and any excess Health Points are lost).
-
- Distributing Hits: When distributing hits to the unit (i.e. for attacks towards the unit as a whole), first distribute hits between R&F models and Character(s). Then randomize all hits distributed onto R&F models. Roll a D6 for each hit: 14 hits a Skink Brave, 56 hits a Caiman. If the R&F Skink Braves lose enough Health Points in order to wipe them all out, any remaining Heath Point losses suffered are distributed onto the Champion.
- Stomp Attacks: When distributing hits from Stomp Attacks, ignore all models in the unit that are not Standard Infantry. Hits distributed onto Skink Braves are not randomized.
- Allocating Attacks: Close Combat Attacks can be allocated as normal towards different Health Pools in base contact
-
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- +2
- 0
-
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-
-
-
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-
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-
-
-
- 4"
- 8"
- 8
- Bodyguard (General), Cold-Blooded, Fearless, Scoring
-
-
-
-
- 1
- 4
- 4
- 2
- Light Armour, Shield
-
-
-
-
- 2
- 4
- 4
- 1
- 2
- Born Predator, Cobalt Club
-
-
-
-
- Standard
- Infantry
- 25×25
-
-
-
-
-
-
-
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-
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-
-
-
-
-
-
-
- 7"
- 14"
- 8
- Cold-Blooded, Scoring
-
-
-
-
- 1
- 4
- 4
- 4
- Shield
-
-
-
-
- 2
- 4
- 4
- 1
- 2
- Harnessed
-
-
-
-
- 2
- 4
- 4
- 1
- 2
- Born Predator, Lance
-
-
-
-
- Standard
- Cavalry
- 25×50
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
- 6"
- 12"
- 7
- Cold-Blooded, Scoring, Strider (Water Terrain)
-
-
-
-
- 3
- 3
- 4
- 3
-
-
-
-
-
- 3
- 3
- 5
- 2
- 2
- Born Predator
-
-
-
-
- Large
- Infantry
- 40×40
-
-
-
-
-
-
-
-
-
-
-
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-
-
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-
-
-
- All models in enemy units must take a Dangerous Terrain (1) test after successfully charging a unit of Snake Swarms.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5"
- 10"
- 10
- Cold-Blooded, Fearless, Light Troops, Skirmisher, Unstable, Venomous Tide
-
-
-
-
- 5
- 3
- 2
- 0
- Hard Target (1)
-
-
-
-
- 5
- 3
- 2
- 0
- 1
- Poison Attacks
-
-
-
-
- Standard
- Infantry
- 40×40
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
- 6"
- 12"
- 6
- Cold-Blooded, Light Troops, Skirmisher, Strider (Water Terrain)
-
-
-
-
- 1
- 2
- 2
- 1
- Hard Target (1)
-
-
-
-
- 1
- 2
- 3
- 0
- 4
-
-
-
-
-
- Standard
- Infantry
- 20×20
-
-
-
-
-
-
-
-
-
-
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-
- 6"
- 12"
- 6
- Cold-Blooded, Light Troops, Scout, Skirmisher, Strider (Water Terrain)
-
-
-
-
- 1
- 2
- 2
- 1
- Hard Target (2)
-
-
-
-
- 1
- 2
- 3
- 0
- 4
- Blowpipe (4+)
-
-
-
-
- Standard
- Infantry
- 20×20
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 3
- 3
- 4
- 1
- 4
-
-
-
-
-
- 3
- 3
- 4
- 3
-
-
-
-
-
- 6"
- 12"
- 6
- Cold-Blooded, Light Troops, Strider (Water Terrain)
-
-
-
-
- Large
- Beast
- 40×40
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 18"
- 2D6
- 4
- 2
- Quick to Fire. Cannot be used if the model performed a March move. Must declare Stand and Shoot as a Charge Reaction if possible, but does not suffer -1 to hit modifier.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8"
- 1
- 4
- 1
- Flame Thrower Artillery Weapon, Flaming Attacks. If a Misfire is rolled, the Salamander always counts as rolling the 5+ Malfunction result.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2" (9")
- 4" (18")
- 5
- Cold-Blooded, Feigned Flight, Fly (9″, 18″), Light Troops, Skirmisher, Strider (Forest), Vanguard
-
-
-
-
- 2
- 2
- 3
- 2
- Hard Target (1)
-
-
-
-
- 1
- 2
- 3
- 0
- 4
- Light Lance
-
-
-
-
- 1
- 3
- 4
- 1
- 2
- Harnessed, Release Rocks
-
-
-
-
- Large
- Cavalry
- 40×40
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8"
- 1
- 4
- 1
- Flaming Attacks, Quick to Fire.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2" (8")
- 4" (16")
- 6
- Cold-Blooded, Fearless, Fly (8″, 16″), Frenzy, Light Troops, Strider (Forest), Vanguard
-
-
-
-
- 2
- 1
- 3
- 2
- Hard Target (1), Light Armour
-
-
-
-
- 1
- 2
- 3
- 0
- 4
- Light Lance, Poisoned Javelin (4+)
-
-
-
-
- 2
- 3
- 4
- 2
- 4
- Battle Focus, Harnessed, Lethal Strike, Prey Scent
-
-
-
-
- Large
- Cavalry
- 40×40
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6"
- 10"
- 7
- Cold-Blooded, Fearless
-
-
-
-
- 6
- 3
- 6
- 4
-
-
-
-
-
- 4
- 3
- 6
- 3
- 2
- Devastating Charge (+1 Att), Harnessed, Impact Hits (D6+1), Sharp Horns
-
-
-
-
- 1
- 2
- 3
- 0
- 4
- Poisoned Javelin (4+)
-
-
-
-
- Gigantic
- Beast
- 50×100
-
-
-
-
-
- The model part may reroll the dice for number of Impact Hits it causes.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 12"
- 8
- 3
- 0
- Quick to Fire, Poisoned Attacks
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 36"
- 1
- 3[5]
- 10
- [Multiple wounds (D3)], Quick to Fire
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 7"
- 14"
- 6
- Cold-Blooded, Fear, Terror, Towering Presence
-
-
-
-
- 5
- 4
- 5
- 4
-
-
-
-
-
- 4
- 4
- 5
- 2
- 2
- Born Predator, Breath Attack (Toxic Attacks), Harnessed, Poison Attacks, Stomp Attacks (D3)
-
-
-
-
- 1
- 2
- 3
- 0
- 4
-
-
-
-
-
- Large
- Cavalry
- 50×100
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The model part gains Telepathic Link and is a Wizard Adept that selects 2 spells from Swarm of Insects, Savage Fury, Awaken the Beast (Shamanism), and Spark of Creation (Hereditary Spell) during Spell Selection. This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 5"
- 10"
- 6
- Cold-Blooded, Stubborn
-
-
-
-
- 5
- 4
- 5
- 6
-
-
-
-
-
- 3
- 2
- 4
- 1
- 1
- Crush Attack, Harnessed
-
-
-
-
- 1
- 2
- 3
- 0
- 4
- Poisoned Javelin (4+)
-
-
-
-
- Large
- Cavalry
- 50×100
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2D6
- 2
- 2
- 0
- 1
-
-
-
-
-
-
- The model gains 2D6 attacks with the following profile: Agi 1, Off 2, Str 2, AP 0, Poison Attacks.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Model gains Channel (1)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Gigantic
- Infantry
- 50×75
-
-
-
-
- 7"
- 14"
- 8
-
-
-
-
-
-
-
-
-
-
-
-
- 7
- 3
- 5
- 2
-
-
-
-
-
- 5
- 3
- 5
- 2
- 3
- Rage
-
-
-
-
-
- Attack Attribute – Close Combat.
-Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Universal Rule.
-The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- +1
- +1
-
-
-
-
-
-
-
-
-
-
-
- Universal Rule.
-The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
-Offensive
-Skink Crew (6)
-Att Off Str AP Agi
-1 2 3 0 4
-Model Rules
-March and Shoot, Poisoned Javelin (4+)
-
-
-
-
-
-
-
-
-
-
-
-
-
- 18"
- 1
- 3 [4]
- AP 1 [2]
- Flamethrower, Flaming Attacks, [Multiple Wounds (D3)], Whenever
-a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 7"
- 14"
- C
- Fear, Fearless, Frenzy, Towering Presence
-
-
-
-
- 4
- 3
- 6
- 3
- 2
- Battle Focus, Born Predator, Harnessed, Multiple Wounds (2, against Large)
-
-
-
-
- 4
- C
- 5
- C
-
-
-
-
-
- Large
- Cavalry
- 50×100
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 7"
- 14"
- C
- Apex Predator
-
-
-
-
- 6
- 4
- 6
- 4
-
-
-
-
-
- 5
- 4
- 7
- 4
- 3
- Born Predator, Harnessed, Multiple Wounds (D3)
-
-
-
-
- Gigantic
- Beast
- 50×100
-
-
-
-
-
- When charging a single model unit with Gigantic size and/or Fly, the model gains +2" to its Charge Range roll.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 7"
- 14"
- C
-
-
-
-
-
- C
- C
- C
- C+2
-
-
-
-
-
- 2
- 3
- 4
- 1
- 2
- Harnessed
-
-
-
-
- Standard
- Cavalry
- 25×50
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2" (9")
- 4" (18")
- C
- Feigned Flight, Fly (9″, 18″), Light Troops, Strider (Forest), Vanguard
-
-
-
-
- 3
- C
- 3
- C+1
- Hard Target (1)
-
-
-
-
- 1
- 3
- 4
- 1
- 2
- Harnessed, Release Rocks
-
-
-
-
- Large
- Cavalry
- 40×40
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 2" (8")
- 4" (16")
- C
- Fearless, Fly (8″, 16″), Frenzy, Light Troops, Strider (Forest), Vanguard
-
-
-
-
- 3
- C
- 3
- C+1
- Hard Target (1)
-
-
-
-
- 2
- 3
- 4
- 2
- 4
- Battle Focus, Harnessed, Lethal Strike, Prey Scent
-
-
-
-
- Large
- Cavalry
- 40×40
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6"
- 10"
- C
- Fearless
-
-
-
-
- 6
- 3
- 6
- 4
-
-
-
-
-
- 4
- 3
- 6
- 3
- 2
- Devastating Charge (+1 Att), Harnessed, Impact Hits (D6+1), Sharp Horns
-
-
-
-
- 1
- 2
- 3
- 0
- 4
- Poisoned Javelin (4+)
-
-
-
-
- Gigantic
- Beast
- 50×100
-
-
-
-
-
- The model part may reroll the dice for number of Impact Hits it causes.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 12"
- 8
- 3
- 0
- Quick to Fire, Poisoned Attacks
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 36"
- 1
- 3[5]
- 10
- [Multiple wounds (D3)], Quick to Fire
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6"
- 12"
- C
- Skink Palanquin, Tall
-
-
-
-
- 3
- C
- 3
- C+1
-
-
-
-
-
-
-
-
-
-
- Harnessed
-
-
-
-
-
-
-
-
-
-
-
- Standard
- Infantry
- 50×50
-
-
-
-
-
- The model Gains Stand Behind while it is joined to a unit of Saurian Warriors or Skink Braves that does not contain any Caiman models and counts as mounted. In addition to it's regular spells, the model knows the learned spell #1 from its chosen Path.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- All Skink model parts in the same unit as the Plaque of the Snake God gain Hatred.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- The bearer gains a Breath Attack (Strength D3+2, AP 1, Magical Attacks)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- The bearer can cast Healing Waters from Druidism as a Bound Spell (Power Level 4/8).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- One use only. May be activated in the opponent's Magic Phase after Siphon the Veil. When activated, remove 1 Magic Dice from the opponent’s Magic Dice pool.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- The bearer gains +4 Advance Rate, +4 March Rate and Swiftstride. This Artefact cannot be taken by a model with Ranger's Boots.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- Models on Palanquin and Skink Palanquin only. The bearer gains Aegis (2+, against Ranged Attacks). The bearer may not take saves of any kind against Melee Attacks.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- The Wielder's mount gains Impact Hits (+D6).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- The Bearer's model gains Aegis (2+, against Flaming Attacks) and Hard Target, and cannot benefit from Fortitude.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- The bearer always selects its spells from all Learned Spells of its chosen Path and Spark of Creation (Hereditary Spel). This overrides the Spell Selection rules connected for Wizard Apprentices, Adepts, and Essence of a Free Mind. This Artefact cannot be combined with Protean Potentate.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Artefact
- Once per friendly Magic Phase, the bearer may reroll one Magic Dice that was used for a casting attempt. This ability cannot be used when the bearer is casting with only one Magic Dice, and cannot reroll a dice which is one of three or more rolling the same value.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Banner Enchantment
- The bearer's unit gains Hard Target. One use only. May be activated at the start of a Round of Combat, until the end of the Round of Combat all enemy units Engaged with the bearer's unit suffer -3 Offensive Skill.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Banner Enchantment
- Close Combat Attacks from Skink* model parts in the unit gain Poison Attacks. If they gain Poison Attacks from a different source, these Close Combat Attacks with Poison Attacks automatically wound on successful to-hit rolls of 5+ (instead of 6+). *The following models are considered “Skinks”: Skink Captains, Skink Priests, Skink Braves, Skink Hunters, Chameleons, Pteradon Sentries rider only, Rhamphodon Riders rider only.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Spear Enchantment
- Attacks made with this enchanted Weapon gain +1 Strength, Magical Attacks and Multiple Wounds (2).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Bow Enchantment
- This enchanted weapon has Shots: 4, Strength 4, Armour Penetration 1 and always hits on 3+. Attacks made with this weapon gain Flaming Attacks and Magical Attacks. A unit that is hit by these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Suit of Armour Enchantment.
- The wearer gains +1 Armour and +1 Health Point.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Shield Enchantment.
- The bearer gains Grind Attacks (2) that are always resolved with Strength5 and Armour Penetration 2.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Model parts with this Attack Attribute may reroll natural to-hit rolls of ‘1’ with their Close Combat Attacks.
-
-
- If more than half of a unit’s models have Cold-Blooded, Discipline Tests are subject to Minimised Roll.
-
-
- The model gains Telepathic Link. At the beginning of each friendly Player Turn, choose one of the following configurations. The effects last until the beginning of the next friendly Player Turn:
-- Choose a Magic Path. Friendly Wizards casting spells from this Path have the casting values decreased by 1.
-- During the owner’s Shooting Phase, pick an enemy unit that is not Engaged in Combat and within 9" of the Engine of the Ancients. That unit suffers D3 hits with Flaming Attacks and Armour Penetration 10 that always wound on a roll equal to or greater than 7 - the target's Armour. A natural '6' always wounds and a natural '1' always fails to wound.
-- All friendly units within 6" of the Engine of the Ancients gain Aegis (5+, against Ranged Attacks).
-
-The last configuration listed above is active starting from before the battle (after moving Vanguarding units) until the
-first friendly Player Turn.
-
-
- A Cuatl Lord may cast spells of type “Damage” through a friendly model with this Universal Rule if it is within 24" of the Cuatl Lord. When casting through the Telepathic Link, measure the Range for the spell from the Telepathic Link and use its Front Arc and Line of Sight. The Range of the spell is reduced by half. The Cuatl Lord may cast spells of type “Missile” even if it is Engaged in Combat as long as the Telepathic Link is not. If the spell is miscast, the Cuatl Lord rolls on the Miscast Table as normal and the Telepathic Link suffers a single hit with Armour Penetration 2 and a Strength equal to the number of Magic Dice used. If the Cuatl Lord casts a Learned/Trait/Bound Spell through a Telepathic Link, the Attribute Spell gets cast through it as well, applying the same restrictions as for the Learned/Trait/Bound Spell (only type "Damage", Range is reduced by half, measure Range and use Front Arc and Line of Sight from the Telepathic Link. Attribute Spells with a type other than "Damage" are not cast). The “caster” is still considered to be the Cuatl Lord.
-
-
- Sweeping Attack which can be used once per game. The enemy unit suffers D3 Strength 4 Armour Penetration 1 hits for each Pteradon in the unit.
-
-
- Right before the battle (during step 7 of the Deployment Phase Sequence), if you have one or more units of Rhamphodon Riders or Skink Captains on Alpha Rhamphodon, you must choose 2 units from your opponent's Army List (this may also be Characters). The models of these units are considered 'marked'. Rhamphodons (not their riders) gain +D3 Attack Value and must reroll failed to-hit rolls with attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked. The additional attacks must be allocated towards marked models or towards models joined to units with more than half of their models marked .
-
-
-
-
-
- 12"
- 2
- 2
- 0
- Poison Shots, +1 to against units consisting entirely of Towering Presence.
-
-
-
-
- 12"
- 1
- As User
- As User
- Poisoned Shots, Quick to Fire
-
-
-
-
- 12"
- 8
- 3
- 0
- Poison Attacks, Quick to Fire
-
-
-
-
- 36"
- 1
- 3 [5]
- 10
- Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire
-
-
-
-
\ No newline at end of file
diff --git a/warrriorsDarkGods.cat b/warrriorsDarkGods.cat
new file mode 100644
index 0000000..d211677
--- /dev/null
+++ b/warrriorsDarkGods.cat
@@ -0,0 +1,3046 @@
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\ No newline at end of file