diff --git a/Skaven - Thanquol's Mutated Menagerie.cat b/Skaven - Thanquol's Mutated Menagerie.cat
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+++ b/Skaven - Thanquol's Mutated Menagerie.cat
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+ While a friendly **Thanquol** is within the combat range of another friendly **^^Mutated Menagerie^^** unit:
+• That friendly **Thanquol** has **^^Ward (4+)^^**.
+• Each time you make a successful ward roll for that **Thanquol**, allocate 1 damage point to a friendly **Mutated Menagerie** unit within its combat range after the damage sequence has been resolved.
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+ Once Per Turn (Army), Your Hero Phase
+ Pick a friendly non-**^^Hero Mutated Menagerie^^** unit to be the target. You cannot pick the same unit to be the target of this ability more than once per battle.
+ For the rest of the battle:
+• Add 2 to the target's Health characteristic.
+• Add 2 to the target's Move characteristic.
+• Add 1 to the Attacks characteristic of the target's melee weapons.
+• The target has **^^Ward (5+)^^**
+• At the end of each turn, allocate D3+2 damage points to the target.
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+ Once Per Turn (Army), Any Combat Phase
+ Pick a friendly non-**^^Hero Mutated Menagerie Monster^^** that has not used any **^^Rampage^^** abilities this turn to use this ability.
+ This unit has **^^Strike-first^^** for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit is destroyed, before it is removed from play, roll a dice for each enemy unit within 6" of this unit. On a 3+, subtract 1 from the Attacks characteristic of that enemy unit's melee weapons for the rest of the battle.
+After this ability has been resolved, this unit cannot use any other **^^Rampage^^** abilities for the rest of the turn.
+ **^^Rampage^^**
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+ Once Per Turn (Army), Any combatPhase
+ Pick a friendly non-**^^Hero Mutated Menagerie Monster^^** that has not used any **^^Rampage^^** abilities this turn to use this ability.
+ This unit has **^^Strike-first^^** for the rest of the turn. However, at the end of the turn, this unit is destroyed. When this unit is destroyed, before it is removed from play, roll a D3 for each enemy unit within 6" of this unit. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
+After this ability has been resolved, this unit cannot use any other **^^Rampage^^** abilities for the rest of the turn.
+ **^^Rampage^^**
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+ Your Hero Phase
+ 5
+ Pick a friendly **^^Mutated Menagerie Wizard^^** to cast this spell, pick up to 3 visible friendly **^^Mutated Menagerie^^** units wholly within 13" of them that are affected by the 'More-more Mutation!' ability ot be the targets, then make a casting roll of 2D6.
+ For each damage point allocated to the target at the end of this turn by the 'More-more Mutation!' ability, add 1 to the target's control score until the start of your next turn.
+ **^^Spell^^**, **^^Unlimited^^**
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+ Once Per Battle, Your Hero Phase
+ Pick a friendly non-**^^Hero Mutated Menagerie Monster^^** unit wholly within 13" of this unit to be the target.
+ Add 1 to the Attacks characteristic of the target's melee weapons for the rest of the battle. However, at the end of each turn, allocate D3 damage points to the target.
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+ Once Per Battle, Any Combat Phase
+ Pick up to 2 friendly non-**^^Hero Mutated Menagerie Monster^^** units wholly within 13" of this unit to be the targets.
+ The targets can each use the 'All-out Attack' or 'All-out Defence' command this phase even if that command has been used by a friendly unit this phase.
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+ Your Hero Phase
+ 7
+ If there is not a friendly **Warp Lightning Vortex** on the battlefield, pick a friendly **^^Skaven Wizard^^** to cast this spell, then make a casting roll of 2D6.
+ Set up the first part of the **Warp Lightning Vortex** within 18" of the caster and visible to them, then set up the second and third parts exactly 7" from the first part and exactly 7" from each other so that they form a triangle.
+ **^^Spell^^**, **^^Summon^^**
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diff --git a/Skaven - The Great-grand Gnawhorde.cat b/Skaven - The Great-grand Gnawhorde.cat
new file mode 100644
index 0000000..b4eaaf6
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+++ b/Skaven - The Great-grand Gnawhorde.cat
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+ While a friendly **Vizzik Skour** is within the combat range of another friendly **^^Gnawhorde^^** unit:
+• That friendly **Vizzik Skour** has **^^Ward (4+)^^**.
+• Each time you make a successful ward roll for that **Vizzik Skour**, allocate 1 damage point to a friendly **Gnawhorde** unit within its combat range after the damage sequence has been resolved.
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+ Once Per Turn (Army), Your Movement Phase
+ You can only use this ability if you have not used any **^^Warpshatter Throes^^** abilities this turn. Pick up to 2 friendly **^^Gnawhorde^^** units to be the targets.
+ For the rest of the turn:
+• Add 2 to run rolls and charge rolls for the targets.
+• Subtract 1 from the targets' control scores.
+ **^^Warpshatter Throes^^**
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+ Once Per Turn (Army), Any Combat Phase
+ You can only use this ability if you have not used any **^^Warpshatter Throes^^** abilities this turn. Pick up to 3 friendly **^^Gnawhorde^^** units to be the targets.
+ For the rest of the turn:
+• Add 1 to the Attacks characteristic of the target's melee weapons.
+• Add 1 to hit rolls for combat attacks that target those friendly units.
+ **^^Warpshatter Throes^^**
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+ Once Per Turn (Army), Any Shooting Phase
+ You can only use this ability if you have not used any **^^Warpshatter Throes^^** abilities this turn. Pick up to 3 friendly **^^Gnawhorde^^** units to be the targets.
+ For the rest of the turn:
+• Add 3" to the Range characteristic of the targets' ranged weapons.
+• The targets cannot use commands.
+ **^^Warpshatter Throes^^**
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+ Your Hero Phase
+ 8
+ Pick a friendly **^^Gnawhorde Wizard^^** to cast this spell, pick a visible friendly **^^Gnawhorde Infantry^^** unit wholly within 13" of them to be the target, then make a casting roll of 2D6. The casting roll for this spell cannot be modified.
+ Until the start of your next turn:
+• The target has **^^Strike-first^^**.
+• The target cannot use commands.
+ **^^Spell^^**, **^^Unlimited^^**
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+ Your Hero Phase
+ 7
+ Pick a friendly **^^Gnawhorde Priest^^** to chant this prayer, pick a friendly **^^Gnawhorde Infantry^^** unit wholly within 13" of them to be the target, then make a chanting roll of D6.
+ Until the start of your next turn, the target can move an extra 3" when it makes a pile-in move. In addition, if the chanting roll was 8+, add 1 to the target's control score until the start of your next turn.
+ **^^Prayer^^**, **^^Unlimited^^**
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+ Your Hero Phase
+ 6
+ If there is not a friendly **Vermintide** on the battlefield, pick a friendly **^^Skaven Wizard^^** to cast this spell, then make a casting roll of 2D6.
+ Set up a **Vermintide** wholly within 13" of the caster, visible to them and more than 9" from all enemy units.
+ **^^Spell^^**, **^^Summon^^**
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+ Once Per Battle, Start of Any Turn
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+ If this unit is not in combat, you can use 2 different **^^Warpshatter Throes^^** abilities this turn instead of 1.
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+ Once Per Battle, Your Hero Phase
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+ You can return up to D3 slain models to each friendly **^^Gnawhore Infantry^^** unit with a Health characteristic of up to 3.
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