diff --git a/Argatoria-v2.gst b/Argatoria-v2.gst
new file mode 100644
index 0000000..d70f986
--- /dev/null
+++ b/Argatoria-v2.gst
@@ -0,0 +1,495 @@
+
+
+
+
+ As long as General is on the battlefield, his army may use the army special rule and add General’s LD during Initiative Tests.
+
+
+ As long as General is on the battlefield, his army may use the army special rule and add General’s LD during Initiative Tests.
+
+
+
+
+If a General is attached to a friendly unit, that unit gets +6 attacks when attacking the enemy. A General allows all friendly units within 10 cm to re-roll the Cold Blood Test.
+
+
+
+
+Issuing orders:
+At any point during the Heroes actions, a General may issue an order to a friendly unit. The chosen unit must be within 30 cm from the General, but it doesn’t have to be visible. Roll a D6. A score of 4 or less means a successful order. The unit that was issued an order by the General can immediately perform any action as if it has just been activated. The General has three attempts to issue an order during the entire battle and may attempt to issue only one order per cycle.
+
+
+
+
+
+ Helper category for checking army type
+
+
+ Helper category for checking army type
+
+
+
+
+ If a Command Group is attached to a friendly unit, that unit gets +1 attack when attacking the enemy. Each friendly unit within 5 cm of a Command Group may use the following rules:
+* After declaring a charge, the unit can (even despite the difficulties or obstacles) roll 3D6 for the charge instead of the roll that it could normally make, and choose the two highest dice rolls to make the charge.
+* The unit can make a special sideways or backwards move up to 10 cm + D6 instead of its standard move or charge.
+* Panic Tests of the unit that is not a Horde are successful on a score of 3 or less.
+
+
+
+
+
+
+ If a Champion is attached to a friendly unit, that unit gets +4 attacks when attacking the enemy.
+
+
+
+
+
+
+ If a Mage is attached to a friendly unit, that unit gets +1 attack when attacking the enemy. Each Mage gives a friendly army an additional prayer in the cycle. Mages have access to magic spells and items which they can buy before the battle.
+
+
+
+
+
+
+ Extraordinary heroes with their own unique rules. They can be fielded in an army according to their description and requirements.
+
+
+Legendary Heroes cannot repeat in an army, and if both players want to deploy the same Legendary Hero, they must roll a D6. A lower score is allowed to deploy the given hero, while the opponent must spend his remaining points otherwise.
+
+
+
+
+ Helper category for checking army type
+
+
+ Helper category for checking army type
+
+
+ Helper category for checking army type
+
+
+ Helper category for checking army type
+
+
+ Helper category for checking army type
+
+
+ Helper category for checking army type
+
+
+ Helper category for checking army type
+
+
+ Helper category for checking army type
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This unit always passes a Cold Blood Test and a Panic Test.
+
+
+ After resolving the Ropuchons’ attacks, select an enemy unit that is in base contact with them. Roll a D6 for each base in the Ropuchons unit. The opponent must take a Panic Test for each 1 and 2 you scored.
+
+
+ This unit cannot pray
+
+
+ This unit always attacks also with the second rank.
+
+
+ When praying, this unit gets +1 to LD.
+
+
+ Orders issued to this unit can be re-rolled, and each score of 1 means a free order.
+
+
+ This unit can always re-roll one D6 when moving or charging.
+
+
+ A hero attached to this unit gives +2 additional attacks to the pool.
+
+
+ If this unit destroyed an enemy unit, it can regroup up to 10 cm instead of 5 cm.
+
+
+ For each score of 1 in the Wound Test, this unit may roll two additional D6 for wounding. The obtained scores do not generate the new ones.
+
+
+ Each Wound this unit is dealt can be cancelled by exceptional armour. Roll a D6. A score of 2 or less means a cancelled Wound.
+
+
+ When this unit takes a Panic Test, it is failed only on a score of 5 or 6.
+
+
+ When charging, this unit has WS 4.
+
+
+ When charging, Desauros must take a D6 test to see if it goes berserk. A score of 2 or less means that Desauros gains +3 Attacks.
+
+
+ This unit can be issued an order in 40 cm from the General.
+
+
+ This unit gets +2 attacks for attacking the enemy’s flank or rear.
+
+
+ The enemy unit does not receive bonuses for attacking this unit’s flank or rear.
+
+
+ The opponent gains Blood Points for bases from this unit only after destroying the entire unit.
+
+
+ For each score of 1 and 2 in the Wound Test, this unit can roll an additional D6 for wounding. The obtained scores do not generate the new ones.
+
+
+ This unit can move or charge through enemy or friendly units if its move ends outside the unit that it was moving or charging through.
+
+
+ During its activation, Forgon can spit at target enemy unit (but not single model) within 30 cm that is not engaged in combat. Roll a D6. A score of 3 or less means the enemy unit must take a Panic Test for 2 of its bases.
+
+
+ This unit may re-roll all failed scores in the Wound Test.
+
+
+ For each Wound this unit is dealt, roll a D6 for Light Shield Defence. Each score of 1 means a cancelled Wound.
+
+
+ When charging, this unit gets +1 to S.
+
+
+ When charging, this unit gets +2 additional attacks to the pool for each full rank of the charged enemy unit or +1 additional attack for each W point of the charged enemy single model. The bonus from Fury can never exceed 10 attacks.
+
+
+ Each score of 1 in the Wound Test deals an additional Wound.
+
+
+ The enemy unit that is in base contact with this unit, must take a Panic Test at the end of the cycle for each base lost earlier in the same cycle.
+
+
+ The enemy gains 1 Blood Point after destroying two bases instead of one in this unit.
+
+
+ When praying, this unit has LD 10.
+
+
+ Each successful score in the Weapon Skill Test made by this unit is considered a Double Hit.
+
+
+ No saves are permitted against the attacks made by this unit.
+
+
+ If a friendly unit within 20 cm of the Giant is charged by an enemy unit, the Giant may immediately throw stones at the charging enemy. The enemy unit must subtract D6+2 attacks from its pool. The Giant can use this ability once per cycle.
+
+
+ This unit can turn in any direction, with no limits, before making a move or charge.
+
+
+ This unit doubles the bonus for attacking the enemy’s flank or rear.
+
+
+ A Cold Blood Test taken by an enemy unit engaged in combat with this unit is always considered failed.
+
+
+ For each successful score in the Weapon Skill Test, roll an additional D6 for hitting. Additional successful scores do not generate the new ones.
+
+
+ The enemy engaged in combat with this unit fails a Panic Test on a 2+, ignoring any support coming from heroes.
+
+
+ When charging, this unit gets +1 to WS.
+
+
+ This unit may re-roll all failed scores in the Weapon Skill Test.
+
+
+ When charging, this unit gets additional +2 attacks for each full rank.
+
+
+ A successful Prayer Test of this unit means that the unit can use the rules of two different prayers instead of one. Such additional prayer does not decrease the pool of prayers.
+
+
+ This unit can make a free move before the battle. In addition, the enemy unit cannot use charge bonuses and independent bonuses while charging this unit.
+
+
+ This unit always rolls an additional D6 when moving or charging, regardless of the situation.
+
+
+ When charging, this unit has an A stat increased by 1.
+
+
+ When attacking single models and units with Creature, this unit does not subtract dice for the difference between Strength and Toughness.
+
+
+ Roll a D6 for each Wound this unit is dealt. Each score of 1 means a cancelled Wound.
+
+
+ If the enemy unit (but not single model) is dealt a Wound during combat with this unit, the wounded base is removed.
+
+
+ This unit can re-roll each score of 6 in the Weapon Skill Test.
+
+
+ The enemy unit attacking Trefloq always has -1 to S.
+
+
+ This unit can only be deployed if there is Beast Master in the army. If the army loses its last Beast Master, roll a D6 before activating Wild Creatures. On a score of 5 or 6, the unit loses an Action Die. A different score means it can be activated normally.
+
+
+ When charging, this unit doubles its Attacks (A) stat.
+
+
+ Once per its turn, Marmydon may roll a D6. On a score of 2 or less, every enemy unit within 20 cm of Marmydon must take a Panic Test for two bases.
+
+
+ Roll a D6 for each Wound this unit is dealt. Each score of 1 means a cancelled Wound.
+
+
+ When Marmydon loses its last W point, every unit touching its base must take a 2D6 test. A score lower than unit’s LD means that unit is dealt D6+2 Wounds with no saves permitted.
+
+
+ Each enemy unit within 10 cm of Forest Dragon loses the Horde rule if it has one. Each friendly unit within 10 cm has Fearless.
+
+
+ When both armies are deployed, Forest Dragon can be deployed up to 20 cm from its deployment zone.
+
+
+ Each Wound this unit is dealt may be cancelled by heavy armour. Roll a D6 for each Wound this unit is dealt. Each score of 2 or less means a cancelled Wound.
+
+
+ In the army led by Lord of the Abyss, this unit has Unyielding – After a failed charge, this unit can never be turned by the opponent.
+
+
+ After a successful charge with this unit, the enemy unit (but not single model) must take a Panic Test for 1 base. If this unit is a Horde, the enemy must take a Panic Test for 2 bases instead.
+
+
+ Only Lord Necromancer can attach to this unit. After each lost combat, this unit must roll a D6. The score is the number of additional Wounds it is dealt. In the army led by Lord Necromancer, this unit can add a rank of Marauders to the Horde that allowed to deploy them (such a Horde consists of 20 bases).
+
+
+ If this unit rolled at least three 1s during the Weapon Skill Test, it gets +1 to S until the end of the cycle.
+
+
+ When praying, this unit has LD 9.
+
+
+ In the army led by Lord of Sheol-morg, as long as this unit is a Horde, it may sacrifice one base to re-roll the failed order issued to them by the General.
+
+
+ After this unit’s attacks, roll a D6 for each Wound inflicted upon the enemy. Each score of 1 or 2 means the enemy is dealt an additional Wound.
+
+
+ When attacking, this unit gets additional D6+1 attacks. If this unit is a Horde, the number of additional attacks is D6+4.
+
+
+ When attacking Hydra, the enemy cannot use charge bonuses.
+
+
+ After a successful charge with Hydra, and after positioning the units, choose target enemy unit within 10 cm of Hydra. Roll 5D6 – each score of 2 or less means the chosen enemy unit is dealt 1 Wound.
+
+
+ After a successful charge and Wound Test made with this unit, the enemy unit (but not single model) is dealt additional 1 Wound for each full rank of this unit.
+
+
+ During the enemy unit’s Weapon Skill Test, before any re-rolls, seize all dice showing a score of 6. Perform attacks with the seized dice immediately (without bonuses) before the enemy makes further rolls. The seized dice are not returned.
+
+
+ When performing a Wound Test against an enemy unit whose cost per base is larger than the Knuroses’, the Knuroses gain +3 dice to the Wound Test.
+
+
+ This unit can never be issued orders. Instead, during the Heroes actions, you may choose a friendly unit of Knuroses that is not engaged in combat and has enemy unit within 15 cm. Roll a D6. A score of 2 or less means that the Knuroses may immediately charge at the indicated enemy unit. This rule can be used only once per cycle and only by one unit of Knuroses in the army.
+
+
+ During combat result, if the enemy unit or units lost more bases in total than the unit with Rage they are engaged in combat with, if the combat continues in the subsequent cycle, the unit with Rage is treated as if charging.
+
+
+ The enemy unit cannot use charge bonuses and independent bonuses while charging this unit. If this unit consists of 8 bases or less, when both armies are deployed and the opponent finishes making any free moves he is allowed to make before the battle, you may deploy this unit anywhere on the battlefield, but not closer than 20 cm from the enemy. If this unit consists of more than 8 bases, it must be deployed in a standard way, but can make a free move before the battle.
+
+
+ When the enemy unit declares a charge against Larva of Nalharap, roll a D6 for the acid spit. A score of 2 or less means that the enemy unit is hit by the acid and loses 2 Wounds with no saves permitted. In addition, the charge is automatically failed and the enemy must follow the rules of a failed charge.
+
+
+ Due to its sluggishness and bulk, Larva can never roll more than one D6 when rolling for the charge range.
+
+
+ If the enemy unit (but not single model) has suffered any losses as a result of combat with the Prophet, roll a D6 for each base the enemy unit lost. Each score of 4 or less means that other target enemy unit within 40 cm of the Prophet is dealt 1 Wound with no saves permitted.
+
+
+ Once per battle, in any cycle, after the Initiative Test, regardless of the number of friendly Prophets, you may decide that your army becomes shrouded in Dark Aura. The opponent’s army cannot use magic items, spells and prayers until the end of the cycle.
+
+
+
diff --git a/Arox-v2.cat b/Arox-v2.cat
new file mode 100644
index 0000000..cc8edef
--- /dev/null
+++ b/Arox-v2.cat
@@ -0,0 +1,337 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+
+
+
+
+
+ The Arox army may re-roll an Initiative Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When Champion of Sun is attached to a friendly unit engaged in combat, you may roll a D6. A score of 2 or less means that the enemy unit must re-roll all scores of 1 both in its Weapon Skill Test and Wound Test until the end of the cycle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When activating any unit within 10 cm of Champion of Nature, you may roll a D6. A score of 4 or less means that the unit may turn with no limits and add 3 cm to its move or charge range.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When Champion of Gods is attached to a friendly unit engaged in combat, you may roll a D6 before the fight. A score of 3 or less means that the unit can re-roll all failed scores during the Weapon Skill Test or the Wound Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each friendly unit within 10 cm of Mystic of the Reborn has a charge range of M + 6 cm + D6 (instead of M + 2D6 cm). A unit can never use the Mystic’s ability at the same time it uses a Command Group bonus allowing to roll 3D6 for the charge.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 15
+ 2
+ 5
+ 4
+ 2
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6 for each Wound Desauros lost in combat. Each score of 2 or less means that target enemy unit within 20 cm is dealt 2 Wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ 10
+ 3
+ 4
+ 4
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Xan’toag attached to a friendly unit of Ropuchons or Golden Guards grants them Frenzy (When charging, this unit doubles its Attacks (A) stat).
+
+
+
+
+ Before the battle, replace one base from target friendly unit of Liagulians with the Trustees of the Club. This unit gains Fearless (This unit always passes a Cold Blood Test and a Panic Test) and Will to Fight (If this unit destroyed an enemy unit, it can regroup up to 10 cm instead of 5 cm.) until the end of the battle. If Xan’toag is attached to this unit, it has Strength 4 instead of 3.
+
+
+
+
+ Xan’toag can be eliminated by the enemy from the game only on a score of 1. In addition, a friendly unit that does not have any save and has Xan’toag attached, may roll a D6 for each of up to 3 Wounds it has suffered. Each score of 3 or less means a cancelled Wound.
+
+
+
+
+ When attached to a friendly unit, Xan’toag grants it +8 attacks. If an enemy single model comes in contact with Xan’toag, it is immediately dealt D6 Wounds. If the enemy model survived, it can perform a test for eliminating Xan’toag.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Arox army may re-roll an Initiative Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Banner of God Nathel Units-v2.cat b/Banner of God Nathel Units-v2.cat
new file mode 100644
index 0000000..57112e4
--- /dev/null
+++ b/Banner of God Nathel Units-v2.cat
@@ -0,0 +1,133 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You may field 1 Basic Unit or 1 Elite Unit (paying its standard cost per base) from any army other than Sheol-morg. These are beings who succumbed to the deceptive whispers of Nathel and joined his great procession.
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Banners-v2.cat b/Banners-v2.cat
new file mode 100644
index 0000000..6824fda
--- /dev/null
+++ b/Banners-v2.cat
@@ -0,0 +1,550 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The army with this banner always wins draws during Initiative Tests. If the opponent also has this rule, draws must be re-rolled.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The range of abilities of the Command Group with this banner is 10 cm.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The army has one more prayer per cycle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The unit with this Command Group attached has Fearless.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The unit with this Command Group attached can never lose charge or fight bonuses when it charges at a Horde or a unit that cancels these bonuses.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ After a failed charge, the unit with this Command Group attached does not move towards the foe and cannot be turned by the opponent.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ During combat, the unit with this Command Group attached does not allow the enemy unit to take any armour tests or other protection tests. In addition, the unit gets +4 attacks for attacking the foe from the side or the rear to the bonuses it already has.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ After deploying the armies and terrain, it allows you to change the deployment of up to three units in your army, within your deployment zone.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ It allows target friendly Mage within 10 cm to re-roll a failed Magic Test. If the result of the re-roll is 6, the banner loses its power for the rest of the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The unit with this Command Group attached has Bloodshed (This unit may re-roll all failed scores in the Wound Test). If the unit with this Command Group attached has Bloodshed by default, it gets +2 to S.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The unit with this Command Group attached has Momentum (When charging, this unit has an A stat increased by 1). If the unit with this Command Group attached has Momentum by default, it gets +1 to WS.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Buying this banner, the army gets access to Half-Giant heroes described elsewhere in this book.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The unit with this Command Group attached has Iron Discipline (Orders issued to this unit can be re-rolled, and each score of 1 means a free order). If the unit with this Command Group attached has Iron Discipline by default, it gets Sneaky (This unit gets +2 attacks for attacking the enemy’s flank or rear).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The army with this banner fields Wolf Brothers as Basic Units instead of the Elite. Wilhars are fielded as Elite Units instead of the Unique and they have Frenzy (When charging, this unit doubles its Attacks (A) stat).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The unit with this Command Group attached has Terrible Damage (Each score of 1 in the Wound Test deals an additional Wound). If the unit with this Command Group attached has Terrible Damage by default, it gets +3 to M.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If a Command Group with this banner is attached to a friendly unit, it supports the unit with +5 attacks instead of +1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The unit with this Command Group attached has Fearless. In addition, if the unit with this Command Group attached has Focused Attack (When charging, this unit gets +1 to WS), it works at all times, not only when charging.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The unit with this Command Group attached has Agile (This unit can always re-roll one D6 when moving or charging). If the unit with this Command Group attached has Agile by default, it can always re-roll one D6 when moving and up to two D6 when charging.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The army has one more prayer per cycle. In addition, the army is allowed to field 1 unit of Priestesses of Enslavement (Basic Unit).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Before the battle, place three D6 dice (in a different colour than the ones you normally use) in your deployment zone. Once per cycle, you can use one of the dice to re-roll one D6 result – obtained by your opponent or yourself. You and your opponent must accept the result of the re-roll (the Nathel’s will). In addition, the army is allowed to field 1 unit of the Deceived.
+
+
+The Deceived.
+You may field 1 Basic Unit or 1 Elite Unit (paying its standard cost per base) from any army other than Sheol-morg. These are beings who succumbed to the deceptive whispers of Nathel and joined his great procession.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Enemy units within 30 cm of a Command Group with this banner must re-roll a successful Cold Blood Test. If a Command Group with this banner is attached to a friendly unit, it supports the unit with +3 attacks instead of +1. In addition, your army is allowed to field 1 unit of Ahsids (Basic Unit).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Target enemy unit is dealt 1 Wound for each 6 (obtained as a final result, after all re-rolls) it obtains in the Wound Test against the unit with this Command Group attached. In addition, if the enemy unit has any save, it must re-roll successful saving throws.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The range of abilities of the Command Group with this banner is 10 cm. In addition, all enemy units within 10 cm of this Command Group must re-roll successful Panic Tests.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Dirandis-v2.cat b/Dirandis-v2.cat
new file mode 100644
index 0000000..ac26408
--- /dev/null
+++ b/Dirandis-v2.cat
@@ -0,0 +1,310 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Basic and Elite Units in the Dirandis army may re-roll failed Prayer Tests.
+
+
+
+
+
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When Champion of Ice is attached to a friendly unit engaged in combat, roll a D6 before the enemy attacks. A score of 3 or less means that the enemy gets -1 to WS until the end of the cycle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When Champion of Fire is attached to a friendly unit engaged in combat, roll a D6 before the fight. A score of 3 or less means the unit gets 3 additional dice in the Wound Test until the end of the cycle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ After activating Champion of Storm, choose target enemy unit within 30 cm and roll a D6 for each full rank in that unit. Each score of 4 or less means that the chosen unit is dealt 1 Wound with no saves permitted.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If Fortune-teller is within 10 cm of Great Hunter during the Activation Roll, the player can roll a D6 once per cycle. A score of 3 or less means that the result obtained in the Activation Roll may be modified by +1 or -2. At least one unit must be activated.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ As long as Priest of the Old Gods is on the battlefield, one more friendly unit can pray during the cycle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 10
+ 2
+ 5
+ 5
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 15
+ 2
+ 3
+ 3
+ 2
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ TODO Banner of Wolf Brotherhood
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git "a/Er\342\200\231Sael-v2.cat" "b/Er\342\200\231Sael-v2.cat"
new file mode 100644
index 0000000..313bc09
--- /dev/null
+++ "b/Er\342\200\231Sael-v2.cat"
@@ -0,0 +1,431 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+ Mages in the Er’Sael army may re-roll a failed Magic Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6 if an enemy unit charged a unit and is within 20 cm of Champion of Shadow. A score of 3 or less means that each 6 the enemy unit obtains in the Wound Test will inflict 1 Wound upon it..
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At any point in the cycle, Champion of Sael attached to a unit of Fangs of Sael may roll a D6. A score of 3 or less means that the unit is allowed to use one chosen prayer. This ability is not treated as praying by any means.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If Champion of Slaughter is attached to a friendly unit that inflicted Wounds upon the enemy unit, roll a D6. A score of 2 or less allows the friendly unit to immediately perform as many new attacks as the number of Wounds it inflicted upon the enemy. The new Wounds dealt this way do not generate further attacks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Black Shepherd attached to a friendly unit adds +3 attacks instead of +1 and the unit has LD 7 when praying.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The opponent must re-roll both results obtained in the Activation Roll.
+
+
+
+
+
+
+
+
+
+ General’s LD is increased to 5.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Use this elixir after the successful order issued by the enemy General. The order must be re-rolled with a -1 modifier.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 10
+ 2
+ 5
+ 4
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 10
+ 3
+ 4
+ 3
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 10
+ 5
+ 6
+ 10
+ 2
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 10
+ 3
+ 7
+ 8
+ 7
+ 9
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 10
+ 4
+ 4
+ 3
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Gaeldor-v2.cat b/Gaeldor-v2.cat
new file mode 100644
index 0000000..7c61b87
--- /dev/null
+++ b/Gaeldor-v2.cat
@@ -0,0 +1,408 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+ Basic and Elite Units in the Gaeldor army may change any 1 rolled when moving or charging to a score of 3.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Before the battle, Champion of Forest allows the army to re-roll when rolling for terrain. When Champion of Forest is attached to a friendly unit engaged in combat, roll a D6 before the fight. A score of 3 or less means the unit gets +1 to S in this cycle.
+
+
+
+
+
+
+
+
+ Before the battle, Champion of Forest allows the army to re-roll when rolling for terrain. When Champion of Forest is attached to a friendly unit engaged in combat, roll a D6 before the fight. A score of 3 or less means the unit gets +1 to S in this cycle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6 if General failed to issue an order to Amazons on Spiders, Forest Serpents, or Wild Creatures. A score of 4 or less means that General may re-roll the failed score. Champion of Beasts attached to the listed units grants them further +2 attacks to the pool.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When Champion of Hunt is attached to a friendly unit engaged in combat, he may roll a D6 whenever the friendly unit attacks. A score of 2 or less means every score of 6 in the Weapon Skill Test counts as a successful hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each friendly unit of Oduns and each Trefloq within 10 cm of Druid can re-roll failed scores during the saving throws (Woodiness).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 10
+ 2
+ 6
+ 8
+ 5
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 15
+ 3
+ 4
+ 4
+ 2
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 10
+ 3
+ 12
+ 9
+ 6
+ 24
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 15
+ 4
+ 7
+ 6
+ 8
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Mar’hauk mounts a powerful creature called Vitur. Thanks to Vitur, Mar’hauk grants the unit he is attached to +8 attacks.
+
+
+
+
+ When attached to a friendly unit that has no save, Mar’hauk allows it to benefit from the power of his helm. After being dealt Wounds by an enemy unit, a friendly unit may roll a D6 for each of up to 5 Wounds it has suffered. Each score of 2 or less means a cancelled Wound.
+
+
+
+
+ A friendly unit that Mar’hauk is attached to may re-roll 4 dice in the Wound Test + 1 die for each terrain on the battlefield.
+
+
+
+
+ If an enemy unit comes into contact with Mar’hauk, it does not roll for the hero’s death. Instead, Mar’hauk may be immediately placed anywhere up to 20 cm of the enemy unit. The shield can only be used once per battle.
+
+
+
+
+ The unit that Mar’hauk on Vitur is attached to has Fear (After a successful charge with this unit, the enemy unit (but not single model) must take a Panic Test for 1 base. If this unit is a Horde, the enemy must take a Panic Test for 2 bases instead).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Half-Giants-v2.cat b/Half-Giants-v2.cat
new file mode 100644
index 0000000..f457d28
--- /dev/null
+++ b/Half-Giants-v2.cat
@@ -0,0 +1,257 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ As long as this Command Group is attached to a friendly Half-Giants unit or a Basic Unit in the army, any orders issued to the unit by the General can be re-rolled.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When attached to a friendly unit, Champion of Arena grants +5 attacks instead of +4. In addition, before the enemy unit’s attacks, Champion of Arena may roll 2D6. The higher result of the two dice determines the number of attacks the enemy unit loses from its pool.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When attached to a friendly unit, Champion of the Boundless grants +5 attacks instead of +4. In addition, in his own activation, when attached to a friendly unit that was not issued an order in this cycle, he may roll a D6. A score of 2 or less means that the unit regains an Action Die and must be activated immediately.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ May buy magic spells and items of any value. When attached to a friendly unit, Spellweaver grants +4 attacks instead of +1. A friendly Half-Giants unit to which Spellweaver is attached may roll 3D6 for a Prayer Test and choose any two results.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ An enemy unit attacking a unit that Pakun is attached to must subtract 3 dice from the pool.
+
+
+
+
+ If Pakun is attached to a friendly Half-Giants unit, the unit may add or subtract 1 from its LD during any test.
+
+
+
+
+ Thanks to this mysterious artefact hammer, Pakun grants the unit he is attached to additional D6+6 attacks. In addition, the unit Pakun is attached to changes its Strength (S) to 4 if it has lesser.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target unit within 20 cm of the Mage. Roll a D6. A score of 4 or leass means that, in the subsequent cycle, the chosen unit’s Toughness (T) is doubled.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 30 cm of the Mage. Roll a D6. A score of 3 or less means that, in the subsequent cycle, the chosen unit’s Mobility (M) is halved, rounded down.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ 10
+ 2
+ 4
+ 4
+ 3
+ 2
+
+
+
+
diff --git a/Items-v2.cat b/Items-v2.cat
new file mode 100644
index 0000000..0f843e1
--- /dev/null
+++ b/Items-v2.cat
@@ -0,0 +1,641 @@
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, during an Activation Roll, it allows a player to re-roll one die result. Additionally, a Mage with the Battle Staff attached to a unit always grants +3 attacks instead of +1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Move range of the Mage wearing the Enchanted Shoes equals 30 cm instead of 20 cm. Reusable item.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If the Mage is to be eliminated from the battle by a foe, he may roll a D6. A score of 5 or less means that the breastplate saved the Mage from death. The Mage must then attach to a friendly unit within 30 cm.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Mage can use the Ring of Spells to cast any one spell from the ones he did not buy.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6. Move and charge ranges of the enemy units are decreased by the obtained number.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Mage who got touched by the enemy unit may immediately roll 6D6. Each score of 4 or less means that the enemy unit is dealt 1 Wound with no saves permitted. The Mage is allowed to touch the enemy unit on purpose during his move, however, if the unit survives, it can still take a test for the Mage’s death.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ During an enemy Champion’s ability test, the Mage can shatter the result obtained by the Champion. The shattered die counts as a failed test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Before the battle, it allows the Mage to buy a third spell.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Target unit (but not single model) with Creature can be assigned one prayer until the end of the cycle, after taking the successful Prayer Test (LD=8). Item cannot be used by the Sheol-morg army.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The ranges of all spells cast by the Mage are 10 cm greater. Reusable item.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If the opponent won the Initiative Test, you may use this item. Remove an Action Die from target enemy unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Before the battle, the Mage can buy up to three magic items instead of two thanks to the Magical Familiar. The Magical Familiar does not count to the limit of magic items.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6 before target enemy unit’s attacks. The enemy unit will have to remove all results obtained in the WS Test and the Wound Test that show the same number as your result. If your result is 5 or 6, the item is treated as not used and can be used (even in this cycle) during another fight of any unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Target enemy unit with WS 3 or greater gets -1 to WS.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Target unit gets +1 to S.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Modify the result in the Magic Test performed by the owner by 2.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If the Mage is attached to a charging unit, he may use the Crown of Damnation before the unit attacks. The charged enemy unit (but not single model) must immediately take Panic Tests for 4 bases. If the enemy unit (but not single model) has Fearless or Immunity, it cannot use these abilities until the end of the cycle, and its Cold Blood Tests are treated as failed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ During one of your Activation Rolls, you can re-roll one die.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The player can re-roll one Initiative Test with a +2 modifier.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Mage may cast another spell in the cycle, but it cannot be the same as the first spell.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Every enemy unit within 20 cm of the Mage must take a D6 test. A score of 2 or less means the enemy unit is dealt 2 Wounds with no saves permitted.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If an enemy Mage used a spell or an item other than Dispel, you may roll a D6. A score of 5 or less means that the spell or item was dispelled and did not work. A score of 1 means that the Dispel did not lose its power and the Mage will be able to use it again.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Mage can teleport up to 40 cm during its activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Target unit within 20 cm of the Mage must re-roll all failed or successful hits in the Weapon Skill Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Use this item to support target unit within 20 cm of the Mage. Each score of 1 in the Wound Test performed by the chosen unit deals additional 1 Wound.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When attached to a unit, the General supports it with 7 attacks instead of 6.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The General’s pool of orders is increased by 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When touched by an enemy unit, the General dies only on a roll of 1. If the General survives, he must attach to a friendly unit within 30 cm.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The General’s range of issuing orders is increased by 10 cm.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When attached to a unit, the General allows it to re-roll 3 failed results in the Weapon Skill Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If an enemy unit (but not a single model) was dealt a Wound by a unit to which the General with this artefact is attached, the wounded enemy base is removed. When attacking a single model, the unit supported by the General with this artefact may re-roll up to 6 results in the Wound Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ An enemy unit attacking a unit to which the General with this artefact is attached loses 2 dice from the pool of attacks, or 4 dice if it has Fearless.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When attached to a unit, the General allows it to re-roll 4 failed results in the Wound Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When attached to a unit, the General allows it to re-roll all 6s in the Weapon Skill Test made against the enemy unit that has Fearless or has a General or a Champion attached.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Sheol-morg-v2 Lord Necromancer.cat b/Sheol-morg-v2 Lord Necromancer.cat
new file mode 100644
index 0000000..0dd45b1
--- /dev/null
+++ b/Sheol-morg-v2 Lord Necromancer.cat
@@ -0,0 +1,538 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 1
+
+
+
+
+
+
+
+
+ If Lord Necromancer’s opponent rolls a 1 or 2 in an Initiative Test, he loses the test regardless of other rules, magic in any form, modifiers, or re-roll opportunities. In addition, if the opponent’s army has lost 5 Blood Points or more, you may roll a D6 once per cycle when activating Lord Necromancer. On a score of 2 or less, you may place a unit of The Damned* (4 bases) within 20 cm of Lord Necromancer, without an Action Die and facing any direction. In the subsequent cycles, the unit receives an Action Die and can be activated normally. It does not count towards lost Blood Points when destroyed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 10
+ 2
+ 5
+ 6
+ 5
+ 5
+
+
+
+
+
+ When charging, Rotgant may roll a D6. The result determines the number of additional attacks it gains. However, on a roll of 6, Rotgant does not make any attacks. Instead, it stumbles and crashes directly into the enemy. Roll 2D6 – both the enemy and the Rotgant suffer that many Wounds. No saves are permitted against the Wounds caused by the Rotgant’s fall.
+
+
+ When Rotgant comes into contact with an enemy Mage, it eliminates them from play on a roll of 4 or less, instead of the usual 2 or less.
+
+
+ Once per battle, Rotgant can use a magic item, but must roll a D6 to see which item he has grabbed. Roll a D6.
+1-2 Scroll of Daze. Target enemy unit with WS 3 or greater gets -1 to WS.
+3-4 Ring of Destruction. Target unit gets +1 to S.
+6 Sack of Stuff. Unfortunately, upon examining the contents, Rotgant loses interest in the artefacts it has acquired. If Rotgant has an Action Die, it loses it.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0
+ 10
+ 2
+ 0
+ 0
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+ The Ghosts’ aura grants their weapons extraordinary properties. Ghosts do not make Wound Tests. Instead, each successful hit in the Weapon Skill Test automatically inflicts 1 Wound, and any roll of 1 on the Weapon Skill Test inflicts 2 Wounds. No saves are permitted against these attacks.
+
+
+ An enemy unit may only perform a Wound Test against Ghosts if it either has a Mage attached or has successfully performed a prayer before making its attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit of Truhlaks or Ghosts within 20 cm of Champion of Ghosts and roll a D6. A score of 4 or 3 means that the chosen unit gains +1 to S. A score of 2 or less means that the chosen unit gains +1 to S and +1 to WS.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 30 cm of Champion of Catacombs and roll a D6. A score of 3 or less means the chosen unit must re-roll its highest result when rolling for the charge distance. Additionally, if any enemy unit within 15 cm takes a Prayer Test, it must roll 3 dice and choose the 2 highest results.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose one unit of Truhlaks or Gnils within 20 cm of Champion of Graves and roll a D6. A score of 4 or less means that the chosen unit may re-roll one D6 when rolling for the charge distance.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The specific magical aura of the Skeletons Command Groups prevents them from attaching to any units, as doing so would disrupt their ability to effectively support the army. If an enemy unit comes into contact with such a Command Group and fails to eliminate it, the Command Group must be repositioned up to 15 cm away, to any location on the battlefield.
+
+
+All friendly units within 5 cm of a Skeletons Command Group may use the following rules:
+- After declaring a charge, the unit can (even despite the difficulties or obstacles) roll 3D6 for the charge instead of the roll that it could normally make, and choose the two highest dice rolls to make the charge.
+- The unit can make a special sideways or backwards move up to 10 cm + D6 instead of its standard move or charge.
+- After each lost combat, the unit of Truhlaks is allowed to re-roll a D6 roll for the additional Wounds it receives (Corpse Horde).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 10
+ 2
+ 2
+ 2
+ 2
+ 1
+
+
+
+
+
+
+
+
+
+
+
+ If Lord Necromancer attempts to summon a unit of the Damned, and there is already such a unit on the battlefield under his command, he may choose to reinforce the existing unit instead of creating a new one. When doing so, he may roll the summoning test on a 4 or less (instead of 2 or less) to summon 4 bases of the Damned. If the result is a 1, 8 bases are summoned instead of 4. A unit of the Damned may never exceed 16 bases in total.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 10
+ 3
+ 3
+ 2
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+ The enemy unit (but not single model) with WS better than 2 gains -1 to WS when attacking Gnils.
+
+
+ The unit has +1 to A when charging an enemy unit or +2 to A when charging an enemy unit that has a Horde rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 10
+ 4
+ 4
+ 2
+ 3
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+ If there is at least one unit of Mementors fielded in the army, the pool of General’s orders in the army is increased by 1.
+
+
+ Mementors add D6 attacks to the pool when fighting an enemy unit that has a Champion attached, or 2D6 attacks if it’s a General or a Legendary Hero.
+
+
+ No heroes can attach to this unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When attached to a friendly unit, Gnat grants it +6 attacks. Furthermore, if an enemy unit is dealt a Wound during combat with the unit Gnat is attached to and is subsequently marked with a Wound, it suffers 2 further Wounds.
+
+
+
+
+ If the unit Gnat is attached to has Fear, the enemy unit (but not single model) must always take Panic Tests for 3 bases instead of 1 or 2. In addition, once per cycle, target friendly unit of Truhlaks within 30 cm of Gnat gets the opportunity to roll a D6 after removing its Action Die. The effects last until the end of the cycle.
+1 The unit can increase its Mobility (M) by 5 and roll again for the table. Effects are cumulative.
+2-4 The unit can increase its Strength (S) by 2
+5 The unit can turn with no limits
+6 No effect
+
+
+
+
+ If the unit Gnat is attached to has no save, it gains save on 1s and 2s.
+
+
+
+
+ If Gnat is killed, remove his model and place a Death Counter in his place. At the start of each cycle, roll a D6. On a score of 3 or less, you may place the Gnat model, along with an Action Die, within 10 cm of the Death Counter, then remove the counter.
+
+
+
+
+ Gnat is allowed to attach to Truhlaks.
+
+
+
+
+
+
+
+ The specific magical aura of the Skeletons Champions prevents them from attaching to any units, as doing so would disrupt their ability to effectively support the army. If an enemy unit comes into contact with such a Champion and fails to eliminate it, the Champion must be repositioned up to 15 cm away, to any location on the battlefield.
+
+
+
diff --git a/Sheol-morg-v2 Lord of Sheol-morg.cat b/Sheol-morg-v2 Lord of Sheol-morg.cat
new file mode 100644
index 0000000..00a01a9
--- /dev/null
+++ b/Sheol-morg-v2 Lord of Sheol-morg.cat
@@ -0,0 +1,163 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+ The army always fields Ritual Master (Mage). Ritual Master is fielded for free, counts to the Mages limit, and may buy magic spells and items of any value. Before the battle, he performs a special ritual. Roll a D6 to check which bonuses the units will have during the battle.
+1–2 Ritual of Beast
+Basic and Elite Units in the army have their move and charge ranges increased by 2 cm.
+3–4 Ritual of Pain
+Basic and Elite Units in the army that have no save receive save. Each such unit may always roll a D6 for each Wound it is dealt. Each score of 1 means a cancelled Wound.
+5–6 Ritual of Fear
+Basic and Elite Units in the army have Fear. Fear. After a successful charge with this unit, the enemy unit (but not single model) must take a Panic Test for 1 base. If this unit is a Horde, the enemy must take a Panic Test for 2 bases instead.
+
+
+ TODO Should Feear be part of General's rule?
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Driven by a whirlwind of madness, Myrnos always grants 5 attacks + 1 attack for each rank of the unit he is attached to.
+
+
+
+
+ The regrouping range of the unit Myrnos is attached to is 3D6 cm instead of 5 cm.
+
+
+
+
+ If an enemy unit (but not single model) loses combat against a unit Myrnos is attached to, roll four D6s before the enemy takes a Cold Blood Test. For each score of 4 or less, Myrnos inflicts 1 additional Wound on the enemy unit. Any double of 6 means that the unit Myrnos is attached to loses 1 base.
+
+
+
+
+ If Myrnos is eliminated from battle, he does not count as a Blood Point for the opponent.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Sheol-morg-v2 Lord of the Abyss.cat b/Sheol-morg-v2 Lord of the Abyss.cat
new file mode 100644
index 0000000..eb9c9ca
--- /dev/null
+++ b/Sheol-morg-v2 Lord of the Abyss.cat
@@ -0,0 +1,162 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+
+
+
+
+
+ The player is allowed to activate one unit more or less than shown in the Activation Roll. At least one unit must always be activated.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When attacking this unit, the enemy unit must re-roll all 1s and 2s in the Weapon Skill Test. The result of the re-rolls must be accepted.
+
+
+ Once per cycle, before this unit or the enemy unit attacks, decide which war dance this unit will perform until the end of the cycle.
+
+
+- “Whirlwind of Death” – The unit gets +1 to S.
+- “Whirlwind of Ecstasy” – Each Wound inflicted upon this unit may be cancelled by a whirlwind of blades and shields. Roll a D6 for each inflicted Wound. Each score of 2 or less means a cancelled Wound.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Sheol-morg-v2 common.cat b/Sheol-morg-v2 common.cat
new file mode 100644
index 0000000..592fd26
--- /dev/null
+++ b/Sheol-morg-v2 common.cat
@@ -0,0 +1,502 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When Champion of Gehenna is attached to a friendly unit engaged in combat, roll a D6 before the fight. A score of 3 or less means that one stat (except W) of the unit can be increased by 1 until the end of the cycle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6 if the unit with Champion of Hordes attached made a successful charge or has been charged. A score of 3 or less means the unit which has at least 12 bases may re-roll all failed scores in the Weapon Skill Test, and if the unit was not a Horde or it lost the Horde rule, it gains (regains) the Horde rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If Champion of the Dark Gods is attached to a friendly unit engaged in combat, he always adds +5 attacks instead of +4. In addition, you may roll a D6 before the enemy unit’s attacks. A score of 3 or less means the enemy must, according to your choice, re-roll all successful scores in the Weapon Skill Test or the Wound Test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ All enemy units within 30 cm of Curser get -2 cm to the charge range.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ All friendly units within 20 cm of Warlock may re-roll a failed Prayer Test when praying for Fury.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 10
+ 3
+ 4
+ 4
+ 3
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 10
+ 3
+ 3
+ 3
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 10
+ 3
+ 2
+ 1
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 10
+ 3
+ 3
+ 3
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 15
+ 3
+ 3
+ 3
+ 2
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 10
+ 2
+ 6
+ 6
+ 5
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 15
+ 4
+ 4
+ 4
+ 2
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 10
+ 3
+ 5
+ 5
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 10
+ 3
+ 7
+ 7
+ 7
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When charged by the Ahsids, the enemy unit (but not single model) must take a Cold Blood Test. If the enemy unit fails the test and has an Action Die, it gets -1 to WS until the end of the cycle. If the enemy unit fails the test and does not have an Action Die, it must take a Panic Test for 3 bases.
+
+
+ As long as this unit has at least two full ranks, it has +1 to S.
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Sorgax-v2.cat b/Sorgax-v2.cat
new file mode 100644
index 0000000..68acf77
--- /dev/null
+++ b/Sorgax-v2.cat
@@ -0,0 +1,343 @@
+
+
+
+
+
+
+
+
+
+
+
+
+ The Sorgax General may issue one additional free order per cycle if the opponent has suffered certain losses during the battle. Check how many Blood Points (BP) your opponent has lost so far and compare it with the table below to find out what score you need to get to successfully issue the free order.
+* from 6 BP – order on a score of 1
+* from 12 BP – order on a score of 2 or less
+* from 24 BP – order on a score of 3 or less
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When Champion of Night is attached to a friendly unit engaged in combat, roll a D6 before the enemy attacks. A score of 3 or less means that the enemy gets -1 to S until the end of the cycle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When Champion of Death is attached to a friendly unit engaged in combat, roll a D6 for each base the enemy unit lost. Each score of 2 or less means the enemy unit loses another base.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit within 20 cm of Champion of Wrath and roll a D6 before that unit makes a charge. A score of 4 or less means that the chosen unit gains +1 to WS when charging.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each friendly unit within 10 cm of Tomb Priest may add 3 cm to the charge range.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 10
+ 3
+ 4
+ 5
+ 4
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Desauros with Tomb Altar gains 1 Wound for each Wound it inflicts upon the enemy unit. Desauros may have a maximum of 12 Wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 15
+ 4
+ 4
+ 4
+ 2
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The hero is communing with powerful magic, which not only affected his mind, but caused his body to become monstrous in size. Thanks to this, when attached to a friendly unit, he grants +8 attacks.
+
+
+
+
+ If an enemy comes into base contact with Kor’quixos, it is immediately dealt D6 Wounds. In addition, once per battle, the staff’s power can be accumulated and used against enemies – roll a D6 for each enemy unit within 15 cm of Kor’quixos. A score of 3 or less means that the enemy unit loses an Action Die.
+
+
+
+
+ Once per battle, Kor’quixos may choose any spell he does not have and cast it without taking a test. Dispel does not work against that spell.
+
+
+
+
+ If the unit Kor’quixos is attached to was successfully issued an order on a score of 1, once in the cycle this rule is used, the unit may use Frenzy (When charging, this unit doubles its Attacks (A) stat).
+
+
+
+
+ The unit Kor’quixos is attached to may be forced to make a forceful move or charge. If the player chooses to do so, they may change the unit’s M stat to M 15 and roll a D6. A score of 4 or more means that one base in the unit must be removed due to enfeeblement.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Spells-v2.cat b/Spells-v2.cat
new file mode 100644
index 0000000..ee5496d
--- /dev/null
+++ b/Spells-v2.cat
@@ -0,0 +1,589 @@
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit (but not single model) within 20 cm. Roll a D6 – a score of 3 or less means a successful spell. The opponent must take a Toughness test (D6 roll) for 2 bases from that unit. Each D6 roll equal to or lesser than the unit’s Toughness means that nothing happens. Each roll higher than Toughness means that the unit loses 1 base.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 30 cm that is not engaged in combat. Roll a D6 – a score of 4 or less means a successful spell. Move the unit 5 cm forwards or backwards in a straight line.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 30 cm. Roll a D6 – a score of 4 or less means a successful spell. The enemy unit must take a Cold Blood Test at the beginning of the next cycle. If the test it failed, the unit loses an Action Die.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit within 20 cm that is not engaged in combat. Roll a D6 – a score of 3 or less means a successful spell. The unit can turn in any direction, with no limits, and move up to 15 cm + D6.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target General within 30 cm. Roll a D6 – a score of 4 or less means a successful spell. Choose a +2 or -2 modifier. The selected General will receive it in the next Initiative Test.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit on the battlefield that is not engaged in combat. Roll a D6 – a score of 2 or less means a successful spell. The chosen unit is dealt 3 Wounds. If the unit has any save, or it is on a base bigger than 20 mm, it is dealt 4 Wounds instead. No saves are permitted against Thunderbolt.
+ 2-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose up to three target enemy units (but not single models) within 40 cm with wounded bases. Roll a D6. On a score of 4 or less, the chosen units must remove the wounded bases.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 20 cm that is not engaged in combat. Roll a D6 – a score of 3 or less means a successful spell. You can move that unit backwards up to 10 cm in a straight line.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target unit within 30 cm. Roll a D6 – a score of 2 or less means a successful spell. In the subsequent cycle, the chosen unit can move or charge only up to D6 cm (move) or 2D6 cm (charge), without adding the M stat. If the unit fails to charge, it remains stationary, but can still be turned up to 90 degrees by the opponent.
+ 2-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 20 cm that is engaged in combat. Roll a D6 – a score of 2 or less means a successful spell. Move the unit 10 cm backwards in a straight line. If the unit cannot be moved exactly 10 cm backwards, it remains in combat and is dealt 3 Wounds with no saves permitted.
+ 2-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit within 30 cm that is engaged in combat. Roll a D6 – a score of 4 or less means a successful spell. The chosen unit can immediately perform 1 attack for each 1 Wound lost in this cycle. These attacks are not affected by prayers or magic in any form.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy single model within 30 cm. Roll a D6 – a score of 3 or less means a successful spell. The model must immediately roll a D6 for each W point it currently has. Each score of 5 or 6 means that the model loses 1 Wound with no saves permitted.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 40 cm that is not engaged in combat. Roll a D6 – a score of 3 or less means a successful spell. Turn the chosen unit exactly 90 degrees and move it 2D6 cm forwards. If the unit encounters another unit, hero or terrain on its path, it must stop 2 cm before the obstacle.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6 – a score of 3 or less means a successful spell. All friendly units within 10 cm have Fearless.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit (but not single model) with Fearless within 40 cm. Roll a D6 – a score of 4 or less means a successful spell. The chosen unit loses Fearless, even if it gained it as a result of magic. In addition, in the subsequent cycle, the unit must take a 2D6 test. A result higher than the unit’s LD means that the unit loses its Action Die.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6 – a score of 3 or less means a successful spell. In the subsequent cycle, during the opponent’s first Activation Roll, you can choose which units the opponent will activate and in what order.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose any point on the battlefield. Roll a D6 – a score of 4 or less means a successful spell. Place two pieces from the Small Stone Terrains set (or other rocky terrain pieces with a max. size of 5 cm x 5 cm each) on the battlefield in any way, as long as the terrains are touching each other, but min. 10 cm from any unit or terrain, and min. 2 cm from any hero. If the Rise of the Earth spell is cast again, and there is already a terrain piece on the battlefield placed as a result of this spell, it must be removed before another one is placed.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose one piece from the Small Stone Terrains set (or other rocky terrain piece with a max. size of 5 cm x 5 cm) that is present on the battlefield. Roll a D6 – a score of 4 or less means a successful spell and rockburst. Each unit within 10 + D6 cm of the terrain is dealt D6 Wounds with no saves permitted. Remove the destroyed terrain piece from the battlefield. Note that the piece destroyed this way cannot be larger than 5 cm x 5 cm.
+
+
+If there is no rocky terrain piece in a required size on the battlefield, a Mage possessing the Rockburst spell is allowed to cast the Rise of the Earth spell during the game without buying it.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll a D6 – a score of 3 or less means a successful spell. A heavy, relentless rain begins to fall across the entire battlefield, with the storm focusing its full fury on two enemy units of your choice. Choose two target enemy units (but not single models) on the battlefield. Roll a D6 for each chosen unit. If the result is equal to or lesser than the unit’s Strength (S), place a RAIN marker next to that unit. A unit with a RAIN marker cannot benefit from charge bonuses. At the end of the subsequent cycle, before the Heroes actions, the rain ends. Remove all RAIN markers from the battlefield.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy hero on the battlefield that is attached to a unit. Roll a D6 – a score of 3 or less means a successful spell. Roll another D6 and compare the score with the following table:
+1-2 Driven mad by treacherous thoughts, the hero lashes out at his own comrades. The opponent must remove 1 base from the unit which the hero is attached to.
+3-4 The hero mocks and belittles his own comrades and is driven away by them in response. The opponent must move the hero exactly 30 cm in any direction without attaching him to another unit.
+5-6 The hero sows discord among the troops, spreading confusion throughout the army. In the subsequent cycle, instead of the Initiative Test, you can decide who will begin the cycle.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 30 cm. Roll a D6 – a score of 2 or less means a successful spell. Place a BINDING marker next to the chosen unit. In the subsequent cycle, if the unit with the BINDING marker is charged and still has an Action Die, it loses the Action Die. If it is charged and it does not have an Action Die, the charging unit is treated as having WS 4.
+ 2-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target enemy unit within 30 cm. Roll a D6 – a score of 3 or less means a successful spell. If the chosen unit has a wounded base, the unit loses further 2 Wounds with no saves permitted. If the chosen unit does not have a wounded base, the opponent must take a D6 test. A score higher than the unit’s W stat means that the unit is dealt 3 Wounds with no saves permitted.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly hero within 50 cm. Roll a D6 – a score of 3 or less means a successful spell. The chosen hero can be placed anywhere on the battlefield, but not attached to a unit.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly or enemy single model within 30 cm. Roll a D6 – a score of 3 or less means a successful spell. Turn the chosen model up to 90 degrees and move it 2D6 + 3 cm forwards. If, as a result of this move, the model gets in base contact with an enemy unit, it is treated as a charge. In such a case, the attacks follow as per basic rules.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit within 30 cm. Roll a D6 – a score of 3 or less means a successful spell. Place any marker next to the chosen unit. In the subsequent cycle, when charging at an enemy unit with a Horde rule, the unit does not lose charge bonuses.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit within 50 cm. Roll a D6 – a score of 4 or less means a successful spell. You can turn the chosen unit in any direction, with no limits.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit within 40 cm. Roll a D6 – a score of 3 or less means a successful spell. In the subsequent cycle, if the chosen unit will take a Prayer Test, it can use Power of Faith (When praying, the unit’s LD is increased by 2).
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit within 20 cm. Roll a D6 – a score of 4 or less means a successful spell. If the General attempts to issue an order to the chosen unit and the roll is failed, it can be re-rolled. If the unit fails any Panic Tests, they can be re-rolled.
+ 4-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose target friendly unit on the battlefield. Roll a D6 – a score of 3 or less means a successful spell. You can move the chosen unit up to 2D6 cm forwards, without turning. If the unit encounters another unit, hero or terrain on its path, it must stop 2 cm before the obstacle.
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Choose other friendly Mage within 40 cm or the one casting this spell. Roll a D6 – a score of 3 or less means a successful spell. In the subsequent cycle, the chosen Mage grants the unit he is attached to +D6 attacks to the pool (in addition to his standard +1 attack).
+ 3-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Units-v2.cat b/Units-v2.cat
new file mode 100644
index 0000000..804da98
--- /dev/null
+++ b/Units-v2.cat
@@ -0,0 +1,957 @@
+
+
+
+
+
+ 7
+ 10
+ 2
+ 3
+ 2
+ 2
+ 2
+
+
+
+
+ 6
+ 10
+ 3
+ 4
+ 3
+ 2
+ 2
+
+
+
+
+ 6
+ 10
+ 4
+ 4
+ 3
+ 2
+ 2
+
+
+
+
+ 7
+ 10
+ 3
+ 3
+ 4
+ 2
+ 2
+
+
+
+
+ 4
+ 10
+ 3
+ 6
+ 7
+ 7
+ 7
+
+
+
+
+ 6
+ 10
+ 2
+ 5
+ 5
+ 5
+ 5
+
+
+
+
+ 6
+ 15
+ 3
+ 3
+ 5
+ 2
+ 2
+
+
+
+
+ 7
+ 10
+ 3
+ 2
+ 2
+ 2
+ 2
+
+
+
+
+ 7
+ 10
+ 3
+ 3
+ 3
+ 2
+ 2
+
+
+
+
+ 6
+ 10
+ 2
+ 6
+ 5
+ 5
+ 6
+
+
+
+
+ 4
+ 10
+ 3
+ 8
+ 6
+ 6
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ 10
+ 3
+ 3
+ 2
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 15
+ 3
+ 4
+ 5
+ 2
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 10
+ 3
+ 2
+ 2
+ 2
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+ 6
+ 15
+ 3
+ 4
+ 4
+ 2
+ 3
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+ 6
+ 10
+ 3
+ 3
+ 3
+ 2
+ 2
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+ 6
+ 10
+ 3
+ 4
+ 5
+ 2
+ 2
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+ 7
+ 15
+ 3
+ 3
+ 4
+ 2
+ 3
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+ 6
+ 10
+ 3
+ 3
+ 3
+ 2
+ 2
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+ 5
+ 10
+ 3
+ 4
+ 3
+ 2
+ 2
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+ 5
+ 10
+ 3
+ 4
+ 3
+ 2
+ 2
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+ 7
+ 10
+ 3
+ 4
+ 4
+ 2
+ 2
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+ 5
+ 15
+ 3
+ 5
+ 5
+ 2
+ 3
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+ 7
+ 10
+ 3
+ 3
+ 3
+ 2
+ 2
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+ If the enemy unit successfully charges this unit, before the enemy’s attacks, take a D6 test for using the snares. A score of 4 or less means the enemy is dealt D6 Wounds with no saves permitted. If the Skaals unit is a Horde, it can re-roll the test for using the snares and a successful test means the enemy is dealt D6+2 Wounds instead, with no saves permitted.
+
+
+ If the opponent has a Creature unit or a single model on the table after their entire army has been deployed, Skaals may be repositioned to be in 30 cm of that unit or single model but at least 30 cm away from other enemy units (even in the enemy’s deployment zone).
+
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+
diff --git a/Vaendral-v2.cat b/Vaendral-v2.cat
new file mode 100644
index 0000000..05e7ad1
--- /dev/null
+++ b/Vaendral-v2.cat
@@ -0,0 +1,343 @@
+
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+ The Vaendral army may re-roll any score of 1 or 6 obtained during Activation Roll.
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+ 2
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+ At any point during the cycle, Champion of Blood may take a D6 test. A score of 3 or less means that all friendly units within 20 cm of Champion of Blood are granted +2 attacks to the pool if they do not have Bloodshed (This unit may re-roll all failed scores in the Wound Test). If they have Bloodshed, they are granted a +1 to S bonus instead. These bonuses last until the end of the cycle.
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+ Choose target enemy unit within 30 cm that is not engaged in combat and roll a D6. A score of 3 or less means the chosen unit can be moved by 10 cm in any direction, without turning.
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+ When Champion of Darkness is attached to a friendly unit engaged in combat, he can roll a D6 each time the enemy unit loses its bases in this cycle. A score of 3 or less means the enemy unit must immediately take a Panic Test for as many bases as it lost in this cycle.
+
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+ All friendly units within 10 cm of Priestess of Lust may re-roll a move range, or a failed Cold Blood Test.
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+ 4
+ 10
+ 3
+ 4
+ 4
+ 2
+ 2
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+ 7
+ 10
+ 3
+ 2
+ 2
+ 2
+ 2
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+ Valeria is always accompanied by Andras and Iluar, who fight fiercely along her side in the Vaendral army. Thanks to them, Valeria grants the unit she is attached to +8 attacks.
+
+
+
+
+ If the friendly General has left the battlefield, Valeria immediately takes command. The army can still use the Born Warriors special rule and use Valeria’s LD 2. Valeria cannot issue orders.
+
+
+
+
+ When the unit Valeria is attached to is to make a Wound Test, take up to 2 dice from the pool and roll them separately. Each score of 3 or less means the enemy unit is dealt 3 Wounds.
+
+
+
+
+ If an enemy unit successfully charges the unit with an Action Die that Valeria is attached to, the unit may immediately remove the Action Die, position itself facing the enemy, and perform its attacks before the enemy does.
+
+
+
+
+ The power of the skull powder allows Valeria to attempt to dispel an enemy spell once per battle. A score of 3 or less means the spell has been dispelled.
+
+
+
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+ The Vaendral army may re-roll any score of 1 or 6 obtained during Activation Roll.
+
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