diff --git a/Stormcast Eternals - Heroes of the First-Forged.cat b/Stormcast Eternals - Heroes of the First-Forged.cat
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+ Your Hero Phase
+ 7
+ Pick a friendly **^^First‑Forged Wizard^^** to cast this spell, pick a visible friendly **Stormcast Eternals** unit wholly within 12" of them to be the target, then make a casting roll of 2D6.
+ For the rest of the turn, each time you make an unmodified save roll of 6 for a combat attack that targets the target unit, inflict 1 mortal damage on the attacking unit after the **^^Fight^^** ability has been resolved.
+ **^^Spell^^**, **^^Unlimited^^**
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+ Your Hero Phase
+ 6
+ Pick a friendly **^^First‑Forged Wizard^^** to cast this spell, pick up to 3 visible enemy units within 9" of them to be the targets, then make a casting roll of 2D6.
+ Inflict D3 mortal damage on each target.
+ **^^Spell^^**
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+ Any Combat Phase
+ Pick an enemy unit in combat with this unit to be the target.
+ Roll a dice. On a 4+, ward rolls cannot be made for the target for the rest of the battle.
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+ Add 1 to the Attacks characteristic of this unit’s melee weapons while it is wholly within 6" of a friendly **Bastian Carthalos**.
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+ Your Hero Phase
+ 8
+ If there is not a friendly **Everblaze Comet** on the battlefield, pick a friendly **^^Stormcast Eternals Wizard^^** to cast this spell, then make a casting roll of 2D6.
+ Set up an **Everblaze Comet** wholly within 18" of the caster.
+ **^^Spell^^**, **^^Summon^^**
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+ Your Hero Phase
+ 4
+ Pick a friendly **^^First‑Forged Priest^^** to chant this prayer, pick a visible friendly **^^Stormcast Eternals^^** unit wholly within 12" of them to be a target, then make a chanting roll of D6.
+ Add 2" to the Move characteristic of the target for the rest of the turn. If the chanting roll was 6+, you can pick another eligible unit to be a second target.
+ **^^Prayer^^**, **^^Unlimited^^**
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+ Once Per Turn (Army), Your Movement Phase
+ If a friendly **Bastian Carthalos** is on the battlefield and was not set up this turn, you can pick a friendly **^^Stormcast Eternals^^** unit that is in the Celestial Realm.
+ Set up that unit wholly within 6" of a friendly **Bastian Carthalos** and more than 3" from all enemy units. If the target is a unit of **Annihilators** or **Annihilators with Meteoric Grandhammers**, for the rest of the turn, the target counts as having used the ‘Scions of the Storm’ ability for the purposes of the ‘Blazing Impact’ ability
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+ Once Per Turn (Army), Any Combat Phase
+ If there are more friendly **^^Stormcast Eternals^^** units on the battlefield than there are set up in reserve, pick a friendly **^^Stormcast Eternals^^** unit that has not been deployed.
+ Set up that unit in reserve **in the Celestial Realm**. It has now been deployed.
+ **^^Deploy^^**
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+ Once Per Turn (Army), Your Charge Phase
+ Pick a friendly **^^Infantry^^** unit in combat that has not charged this turn to use this ability.
+ That unit can immediately use the ‘Charge’ ability and can move through enemy models when it does so.
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+ Your Movement Phase
+ Pick a friendly **^^Stormcast Eternals^^** unit that is **in the Celestial Realm**.
+ Set up that unit anywhere on the battlefield more than 9" from all enemy units.
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diff --git a/Stormcast Eternals - Ruination Brotherhood.cat b/Stormcast Eternals - Ruination Brotherhood.cat
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+ While friendly **^^Warrior Chamber^^** units are wholly within 12" of any friendly **^^Ruination Chamber^^** units, those friendly **^^Warrior Chamber^^** units have **^^Ward (6+)^^**.
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+ Once Per Turn (Army), Any Combat Phase
+ Pick a friendly **^^Ruination Chamber Monster^^** that has not used any **^^Rampage^^** abilities this turn to use this ability. Then, pick up to 3 enemy units in combat with it to be the targets.
+ Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. The unit using this ability cannot use any more **^^Rampage^^** abilities for the rest of the turn.
+ **^^Rampage^^**
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+ Once Per Turn (Army), End of Any Turn
+ You must use this ability at the end of each turn. Each friendly non-**^^Hero Ruination Chamber^^** unit that used a **^^Fight^^** ability this turn is a target.
+ For each target, pick 1 of the following effects:
+• ***Guided:*** If the target is wholly within 12" of any friendly **^^Ruination Chamber Heroes^^**, return 1 slain model to it.
+• ***Tormented:*** If the target is not wholly within 12" of any friendly **^^Ruination Chamber Heroes^^**, it becomes tormented until the end of the next turn. While a unit is tormented, add 1 to the Attacks characteristic of its melee weapons but it cannot contest objectives or use commands.
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+ Once Per Turn (Army) Any Hero Phase
+ Pick a friendly **^^Ruination Chamber^^** unit.
+ That unit has **^^Ward (5+)^^** for the rest of the turn.
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+ If this unit is Infantry, it has **^^Ward (5+)^^**. Otherwise, it has **^^Ward (6+)^^**.
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+ Once Per Battle, Start of Any Turn
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+ If this unit has the ‘Ruination Chamber’,
+ability, it can use that ability once per turn regardless
+of whether another friendly unit has used it during
+the same turn.
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+ Your Hero Phase
+ 5
+ Pick a friendly **^^Ruination Brotherhood Priest^^** to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.
+ Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain. If the chanting roll was 10+, roll 2D6 instead.
+ **^^Prayer^^**, **^^Unlimited^^**
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+ Your Hero Phase
+ 4
+ Pick a friendly **^^Ruination Brotherhood Priest^^** to chant this prayer, pick a visible enemy unit within 12" of them to be the target, then make a chanting roll of D6.
+ Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target unit. If the chanting roll was 10+, inflict 1 mortal damage on the target unit for each 4+ instead.
+ **^^Prayer^^**
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+ Your Hero Phase
+ 4
+ Pick a friendly **^^Ruination Brotherhood Priest^^** to chant this prayer, pick a visible friendly unit wholly within 12" of them to be the target, then make a chanting roll of D6.
+ Add 2" to the target’s Move characteristic. If the chanting roll was 8+, in addition, for the rest of the turn, the target can use **^^Charge^^** abilities even if they have used a **^^Run^^** ability in the same turn.
+ **^^Prayer^^**
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