diff --git a/Chambers.cat b/Chambers.cat
new file mode 100644
index 0000000..563945d
--- /dev/null
+++ b/Chambers.cat
@@ -0,0 +1,4003 @@
+
+
+ Force generation
+
+The lists are divided into three unit categories; Command, Core and Special. When generating forces players must limit themselves to one (1) Special entry for each Core entry, and one (1) Command entry. Players can take two (2) upgrades per full 300 points in their force. Manually add calculated upgrades to U:
+
+Weapons are included in the listed price, unless otherwise mentioned, or preceded by an asterix ‘*’ which means that they are an option, and paid for separately.
+
+Players get 1 Faction Point per full 300 points in their force, and can use them during force generation to exceed the limits above - one (1) FP lets you take one (1) additional Command entry, to a maximum of two (2), one (1) extra Special entry, or two (2) additional upgrades .
+
+Chamber Tactics: Spend one (1) Faction Point:
+
+• Shield of Defiance: opponent is forced to re-roll any successful wound rolls of one (1) attack versus one (1) non-vehicle/massive unit.
+
+• AAA Support: one (1) free (1), hit(re-roll), wound(+5) attack vs enemy aircraft or VTOL from friendly board edge.
+
+• Tactical Mastery: enemy may not deploy with Inser- tion or Ambush this turn
+
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+ Transport (no Category, no unit, no cost)
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+ Transport (no category, no unit, no cost)
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+ Transport (no category, no unit, no cost)
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+ Spend one (1) FP: one (1) unit with Insertion arrives with one (1) less action marker.
+
+
+ all models get Wounds(+1) and +6” to Slugger ranges, but may not take specialist or support weapons
+
+
+
+
+
+ Infantry
+ 1
+ 6
+ 2
+ 1
+ 6
+
+
+
+
+ Vehicle (tracked)
+ 8
+ 9
+ 10
+
+
+
+
+ Vehicle (tracked)
+ 8
+ 9
+ 6
+
+
+
+
+ Vehicle (immobile)
+ 8
+ 0
+ 10
+
+
+
+
+ Infantry
+ 3
+ 6
+ 2
+ 1
+ 6
+
+
+
+
+ Vehicle (tracked)
+ 10/8
+ 9
+
+
+
+
+ Infantry
+ 1
+ 6
+ 2
+ 1
+ 6
+
+
+
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+ Infantry
+ 1
+ 6
+ 2
+ 1
+ 6
+
+
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+ Infantry
+ 1
+ 5
+ 0
+ 0
+ 6
+
+
+
+
+ Vehicle (hover, light, open)
+ 7
+ 12
+ 5
+
+
+
+
+ Infantry
+ 2
+ 6 min 4
+ 2
+ 1
+ 6
+
+
+
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+ Infantry
+ 1
+ 6
+ 2
+ 1
+ 6
+
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+ Infantry
+ 2
+ 7
+ 3
+ 1
+ 6
+
+
+
+
+ Infantry
+ 1
+ 6
+ 2
+ 1
+ 6
+
+
+
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+ Infantry
+ 2
+ 6
+ 2
+ 1
+ 6
+
+
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+
+ Vehicle (tracked)
+ 11/8
+ 9
+
+
+
+
+ Infantry
+ 2
+ 7
+ 3
+ 1
+ 6
+
+
+
+
+ Vehicle (hover, light)
+ 7
+ 12
+
+
+
+
+ Infantry
+ 1
+ 6
+ 2
+ 1
+ 12
+
+
+
+
+ Infantry
+ 2
+ 6
+ 2
+ 1
+ 12
+
+
+
+
+ Vehicle (tracked, assault), Rugged
+ 11
+ 9
+ 12
+
+
+
+
+ Infantry
+ 3
+ 9
+ 3
+ 0
+ 6
+
+
+
+
+ Vehicle(vtol)
+ 8
+ 72
+
+
+
+
+ Vehicle(tracked)
+ 8
+ 9
+
+
+
+
+
+ 12" (2) 24" (1)
+
+ (+1)
+
+
+
+
+
\ No newline at end of file
diff --git a/Commonwealth.cat b/Commonwealth.cat
new file mode 100644
index 0000000..2cc19ef
--- /dev/null
+++ b/Commonwealth.cat
@@ -0,0 +1,2983 @@
+
+
+ Force generation
+
+The lists are divided into three unit categories; Command, Core and Special. When generating forces players must limit themselves to one (1) Special entry for each Core entry, and one (1) Command entry. Players can take two (2) upgrades per full 300 points in their force. Manually add calculated upgrades to U:
+
+Weapons are included in the listed price, unless otherwise mentioned, or preceded by an asterix ‘*’ which means that they are an option, and paid for separately.
+
+Players get 1 Faction Point per full 300 points in their force, and can use them during force generation to exceed the limits above - one (1) FP lets you take one (1) additional Command entry, to a maximum of two (2), one (1) extra Special entry, or two (2) additional upgrades.
+
+Superiority of Emancipation: Spend one (1) Faction Point:
+
+• Standoff missile: one (1) free LGM attack versus any target in LOS of spotter
+
+• Tactical retreat: one (1) friendly unit may move 6” towards its own board edge
+
+• Orbital Drop: one (1) friendly unit with a Move(9, hover) trait gets Insertion
+
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+
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+ 2dual
+
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+
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+ 1dual
+
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+
+
+
+ 2dual
+
+
+
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+ 2dual
+
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+ 1dual
+
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+ 1dual
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+ 2weap
+
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+
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+ 1dual
+
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+
+
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+ 1dual
+
+
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+ 1dual
+
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+ 2weap
+
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+ 2weap
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+ 2weap
+
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+ 1dual
+
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+ 2weap
+
+
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+
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+ 2weap
+
+
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+ 1dual
+
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+ 1dual
+
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+
+
+ Transport (no category, no unit, no cost)
+
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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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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The model has Run and gun.
+
+
+ The model adds 3” to all weapon ranges.
+
+
+ The model has antiair.
+
+
+ The Model has Tough(+1).
+
+
+ The model has Loathing.
+
+
+ The model has Bestow Accurate (6", gun drones)
+
+
+ When activated, may roll level number of dice and pick one (1) available power from school list. If you get several dice at target level, you may use boosted version. Also apply all results of ‘1’.
+
+
+ Attach to any Scandinavian Soldier unit.
+
+
+ May attack aircraft normally and VTOL without hit modifier with LGMs.
+
+
+
+
+
+ Infantry
+ 1
+ 5
+ 0
+ 0
+ 6
+
+
+
+
+ Vehicle(hover)
+ 9/7
+ 12
+ 12
+
+
+
+
+ Infantry(hover)
+ 2
+ 6
+ 0
+ 0
+ 9
+
+
+
+
+ Infantry
+ 1
+ 4
+ 0
+ 0
+ 6
+
+
+
+
+ Infantry(hover)
+ 1
+ 5
+ 0
+ 0
+ 9
+
+
+
+
+
+ 18" (2)
+ -1
+ +1
+
+
+
+
+
+ Vehicle(Hover, light)
+ 8/7
+ 12
+
+
+
+
+ Infantry(hover)
+ 2
+ 6
+ 2
+ 0
+ 9
+
+
+
+
+ Infantry(hover)
+ 2
+ 4
+ 0
+ 0
+ 9
+
+
+
+
+ Infantry
+ 2
+ 5
+ 0
+ 0
+ 6
+
+
+
+
+ Infantry(hover)
+ 1
+ 5
+ 0
+ 0
+ 9
+
+
+
+
+ Infantry
+ 1
+ 5
+ 0
+ 0
+ 6
+
+
+
+
+ Infantry
+ 1
+ 5
+ 0
+ 0
+ 0
+
+
+
+
+ Infantry(nimble)
+ 2
+ 4
+ 0
+ 0
+ 6
+
+
+
+
+ Infantry(nimble)
+ 1
+ 4
+ 0
+ 0
+ 9
+
+
+
+
+ Infantry(nimble)
+ 1
+ 4
+ 0
+ 0
+ 6
+
+
+
+
+ Infantry(hover)
+ 2
+ 7
+ 3
+ 0
+ 6
+
+
+
+
+ Infantry(hover)
+ 3
+ 6
+ 2
+ 0
+ 9
+
+
+
+
+ Vehicle(hover)
+ 10/8
+ 12
+
+
+
+
+ Vehicle(aircraft)
+ 7
+
+
+
+
+
+ Infantry(hover)
+ 1
+ 5
+ 0
+ 0
+ 9
+
+
+
+
+ Infantry(hover)
+ 1
+ 5
+ 0
+ 0
+ 9
+
+
+
+
\ No newline at end of file
diff --git a/F28.gst b/F28.gst
new file mode 100644
index 0000000..4d0a944
--- /dev/null
+++ b/F28.gst
@@ -0,0 +1,2230 @@
+
+
+ Game system files status:
+
+Factions completed:
+The Chambers
+The Scandinavian Commonwealth
+
+Factions in development:
+The Army of the Republic(s)
+Chamber of Faith
+The Enclaves
+The Mutant Menace
+The Tide
+The Tide Cult
+The Seelie Court
+The Unseelie Court
+The Nanite Resurrection
+
+
+ First Printing
+
+
+
+
+
+ Second Printing
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
+ Deploy anywhere on table at the start of the game, beyond 6” of enemy units (if you start with the initiative do this after any enemy units with Infiltrate have been deployed). Unit may not contribute towards holding scenario objectives.
+
+
+ When activated may deploy from staging, anywhere on the board, beyond 2” of enemy units, with two (2) action markers.
+
+
+
+ Deploy when activated, potshots only vs unit until end of turn but may not attack. One use.
+
+
+ Weapon has hit(re-roll). If hit(auto), may re-roll variable number of hits or add 50% and round up to any fixed value.
+
+
+ Inaccurate: if an attack is Inaccurate, -1 to hit. Multiple sources of Inaccurate does not stack.
+
+
+ One move each turn gets distance 12” and ignores terrain
+
+
+ Ignore terrain when moving, enemies may only trace line of sight to where the unit starts or ends up during a turn.
+
+
+ Ignore (most) terrain when moving
+
+
+ Move one extra move with double move
+
+
+
+ No movement penalty for terrain.
+
+
+ All models in attached unit gains ability. If a range is specified, all models in units within range gains ability.
+
+Unit does not receive action markers from suppression
+
+
+ Model is not automatically wounded on rolls of ‘6’, instead add +1 to the wound roll for each additional ‘6’ rolled. Requiring two ‘6’s for 7, three for 8, and so on. Massive models do not benefit from cover.
+
+
+ All models in attached unit gains ability. If a range is specified, all models in units within range gains ability.
+
+Re-roll results of ‘1’ to wound for this model
+
+
+ Opponent may not deploy with Insertion or Ambush within 15” of model
+
+
+ One (1) friendly unit (per turn) deploying with Insertion within 12” of this model arrive with one (1) less action marker.
+
+
+ If an attack is Accurate, +1 to hit. Multiple sources of Accurate does not stack.
+
+
+ Model may make a 12” move right before start of game.
+
+
+ Players get 1 Faction Point per full 300 points in their force, and can use them during force generation to exceed the limits above - one (1) FP lets you take one (1) additional Command entry, to a maximum of two (2), one (1) extra Special entry, or two (2) additional upgrades .
+
+
+ All models in attached unit gains ability. If a range is specified, all models in units within range gains ability.
+
+Unit removes level extra (own) action markers in endphase, as long as all models in unit has at least this level of Morale.
+
+
+ As weapon, one use
+
+
+ Move (12")
+
+
+ Ignore first wound suffered by unit each turn. (You may mark this by turning a model on its side and turning it back up in the endphase)
+
+
+
+ Attacker may target individual model (instead of unit). Suppression is still applied versus the unit as a whole.
+
+
+ Model has number extra attack dice with CC attacks.
+
+
+ Clear “damaged” from vehicle within 2” on 3+ instead of a move.
+
+
+ Add Mystic level attack dice to the weapon’s attack, but gain Hazardous.
+
+
+ When activated, may roll level number of dice and pick one (1) available power from school list. If you get several dice at target level, you may use boosted version. Also apply all results of ‘1’.
+
+Example: Player A rolls ‘1’,’1’,’5’ and may select a 5+ or worse power from the applicable school. Player A also applies the boosted version of the ‘1’ result.
+
+
+ When attacking with priority gain effect.
+“only” – the weapon can only be fired with priority.
+
+
+ +D6 to wound vs vehicles, +1 on the vehicle damage table
+
+
+ Model using weapon takes one (1) hit at wound(min 6) for each ‘1’ on the to hit roll.
+
+
+ Unless mounted on a vehicle or massive model, non-priority attacks are potshots. Priority attacks are Accurate.
+
+
+ May attack even when within 2” of enemy and does not randomize hits versus target within 2” of friendly models.
+
+
+ Suppression(x2) – each suppression hit causes two (2) suppression hits.
+
+
+ On hit rolls of ‘6’ cause an additional hit
+
+
+ As long as at least half of the models in the unit is equipped with Assault Shields, you may force re-roll of all successful hit rolls vs this unit.
+
+
+ Amount of Suppression caused is modified.
+Example:
+Suppression(+X) – weapon causes +X suppression hits with attack, Suppression(none) – weapon doesn’t cause suppression, Suppression(x2) – each suppression hit causes two (2) suppression hits.
+
+
+ May attack with potshots after double move.
+
+
+ Re-roll any dangerous terrain tests for this model
+
+
+ Counts as Open for CC purposes (May use vehicle move for CC attack).
+
+
+ Add (number ) to Wounds.
+
+
+ Wound(+number) and reach(+number) for CC attacks
+
+
+ Ignores terrain when moving, Move(72), Hard Target(1) vs non-antiair attacks. Repel(6).
+
+
+ Ignore (most) difficult/dangerous terrain10.
+
+
+ Roll on the damage table with -2 when entering dangerous terrain.
+
+
+ Ignores (most) terrain when moving.
+
+
+ Ignores terrain. Unlimited move. Returns to staging in endphase. If in staging, may perform full action instead of partial on 4+. May not make CC attacks. Attacks from non- aircraft without the antiair trait are potshots, and may only attack if they have 2+ attack dice and range greater than 24”.
+
+
+ (no modifiers)
+
+
+ +1 on damage table, all passengers may fire out of, may use vehicle move for CC attack.
+
+
+ Kill instead of rolling on damage table.
+
+
+ May attack aircraft normally and VTOL without hit modifier.
+
+
+ The weapon can only be fired with priority.
+
+
+ Weapon may attack without line of sight, when it does, apply modifier.
+
+
+ If a target has Concealment, -1 to hit, unless using a CC weapon. Multiple sources of Con- cealment does not stack.
+
+
+ Model has Defence X
+
+“Max/min X” = to wound is never worse/better than X+. (in case of conflict with similar ruling on an attack, Defence takes precedence unless specifically mentioned)
+
+“xY” = Y successful rolls required to cause one (1) wound. Example: Defence(6x2) – two ‘6’ required
+
+
+ Spotter, if one (1) Laser Marker is included in an attack you may re-roll all to hit results of ‘1’, if two (2) all results of ‘1-2’, etc.
+
+
+ Weapons with the indirect trait may trace LOS from this model.
+
+
+ Re-roll results of ‘1’ to hit for this model.
+
+
+ All models in attached unit gains ability. If a range is specified, all models in units within range gains ability.
+
+
+ Remove level extra action markers within 12” from leader in endphase.
+
+
+ Remove level extra action markers within 12” from leader in endphase.
+
+
+ When activated, may roll level number of dice and pick one (1) available power from school list. If you get several dice at target level, you may use boosted version. Also apply all results of ‘1’.
+
+
+ When attacking with priority gain effect. If an attack is Accurate, +1 to hit. Multiple sources of Accurate does not stack.
+
+
+ All models in attached unit gains ability. When attacking with priority gain effect.
+
+
+ On hit rolls of ‘6’, wound(+3).
+
+
+ “re-roll” = May re-roll any dice. If rolling a single die, may roll two dice and pick highest.
+
+
+ Attacks listed as Potshots hit only on ‘6’, regardless of modifiers. Should several effects make an attack a potshot, it cannot hit at all.
+
+
+ May change facing before making attack.
+
+
+ All enemy aircraft moving in range of (weapon) are automatically attacked by (weapon).
+
+
+ Re-roll results of ‘1’ to wound for this model.
+
+
+ May use this model’s Defence first when attacked, if so any wounds have to be allocated to this unit first
+
+
+ CC attacks vs this model has their range reduced by distance.
+
+
+
+
+
+
+ 12" (2) 24" (1)
+
+ (+1)
+
+
+
+
+
+
+ 12” (3) 24” (2)
+
+ (+1)
+
+
+
+
+
+
+ 8" (D6)
+ (auto)
+
+
+
+
+
+
+
+ 12" (2) 24" (1)
+
+ (+3)
+ hazardous
+
+
+
+
+
+ 6" (1, platebreaker) / 12" (1)
+
+ (+5)
+
+
+
+
+
+
+ 18” (3) 36” (2)
+
+
+
+
+
+
+
+ 12" (D6)
+
+ (auto)
+ (+1)
+
+
+
+
+
+
+ 12” (2, platebreaker) / 24” (2)
+
+ (+5)
+ heavy
+
+
+
+
+
+ 36" (1)
+ blast (D3)
+ (+3)
+ hazardous, heavy
+
+
+
+
+
+ 18” (3) 36” (2)
+
+ (+1)
+ Heavy
+
+
+
+
+
+ 48" (2)
+
+ (+3)
+ heavy
+
+
+
+
+
+ 48" (1)
+
+ (+6)
+ heavy
+
+
+
+
+
+ HE: 36” (1)
+AT: 36” (1)
+*AA: 36” (1)
+ HE: blast(D3)
+AT:
+*AA:
+ HE:
+AT: (+5)
+*AA: (+3)
+ HE: heavy
+AT: heavy
+*AA: antiair, heavy (+5p)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12" (6)
+
+
+
+
+
+
+
+
+ 48” (4)
+
+ (+3)
+ heavy
+
+
+
+
+
+ 72" (1)
+ (re-roll)
+ (+6)
+ one use
+
+
+
+
+
+ 12" (1)
+
+ (+1)
+ pistol
+
+
+
+
+
+ CC (2)
+ (+1 vs unarmed)
+ (+1)
+
+
+
+
+
+
+ CC (2)
+ (+1)
+ (+2)
+
+
+
+
+
+
+ CC (D6)
+ (+1)
+ (+2)
+ hazardous
+
+
+
+
+
+ CC (1)
+
+
+ platebreaker, vs vehicles only, heavy
+
+
+
+
+
+ 18” (2)
+
+ (+1)
+
+
+
+
+
+
+ 36" (1)
+
+ (+1)
+
+
+
+
+
+
+ 18” (4) 36” (3)
+
+ (+2)
+
+
+
+
+
+
+ 18” (1)
+ blast(D6)
+
+
+
+
+
+
+
+
+
+
+ 12" (1)
+ (+1)
+ (+3)
+ hazardous, pistol
+
+
+
+
+
+ CC (2)
+ (+1 vs unarmed)
+ (+3)
+
+
+
+
+
+
+ CC(2)
+ (+1)
+ (+3)
+
+
+
+
+
+
+ CC (2)
+
+ (+4)
+
+
+
+
+
+
+ CC(2)
+ (+1)
+ (+2)
+ mystic
+
+
+
+
+
+ 18" (1)
+ blast (D6)
+ (+8)
+ priority(only)
+
+
+
+
+
+ CC (2)
+
+ (+3)
+ platebreaker
+
+
+
+
+
+ CC (2)
+ (+1 vs unarmed)
+ (+2)
+ suppression(x2)
+
+
+
+
+
+ CC (2)
+ (+1 vs unarmed)
+ (+2)
+ vicious
+
+
+
+
+
+ HE: 24” (2)
+AT: 24” (2)
+ HE: blast(D3)
+AT:
+ HE:
+AT: (+5)
+
+
+
+
+
+
+ CC (3)
+ (+1 vs unarmed)
+ (+2)
+ vicious
+
+
+
+
+
+ 12”(6) 24”(3)
+ (re-roll)
+ (+1)
+
+
+
+
+
+
+ 8” (D6)
+ (auto)
+ (+2)
+
+
+
+
+
+
+ Light: 72” (2)
+Heavy: 72” (2)
+ Light: blast(D6)
+Heavy: blast (D3)
+ Light: (+1)
+Heavy: (+2)
+ Light: indirect(wound(max 6))
+Heavy: indirect(wound(max 5))
+
+
+
+
+
+ 72” (1)
+ hit(re-roll)
+ (+6)
+ priority(only)
+
+
+
+
+
+ (CC (1)
+
+ (+5)
+ platebreaker, heavy, vs vehicles only
+
+
+
+
+
+ 36” (1)
+
+ +1
+
+
+
+
+
+
+ 18" (2)
+
+ +1
+
+
+
+
+
+
+ 9" (2, wound +2) 18" (2)
+
+
+
+
+
+
+
+
+ 18” (4)
+
+ +1
+
+
+
+
+
+
+ 30” (4)
+
+
+ indirect(potshots), ignore cover
+
+
+
+
+
+ 9” (1, platebreaker), 18” (1)
+
+ +5
+
+
+
+
+
+
+ 36" (1)
+
+ +3
+ priority(only)
+
+
+
+
+
+
+
+
+ Spotter
+
+
+
+
+
+ 18” (1)
+ blast(D6)
+
+ indirect
+
+
+
+
+
+ 36" (2)
+
+ +3
+
+
+
+
+
+
+ 18” (3)
+
+ +2
+
+
+
+
+
+
+ CC (2)
+
+
+
+
+
+
+
+
+ 18" (2)
+
+ +2
+
+
+
+
+
+
+ CC (2), 24" (1)
+
+
+
+
+
+
+
+
+ 60" (2)
+
+ +5
+
+
+
+
+
+
+ 36" (4)
+
+ +3
+
+
+
+
+
+
+ 18" (6)
+
+ +1
+
+
+
+
+
+
+ AT: 72” (1)
+HE: 36” (1, hit(re-roll)) 72” (1)
+ AT:
+HE: blast(D6)
+ AT: +8
+HE: +2
+ AT: heavy
+HE: heavy
+
+
+
+
+
+ Standard: 60” (1)
+Overcharge: 60” (1)
+ Standard: blast(D3)
+Overcharge: blast(D6)
+ Standard: +3
+Overcharge: +4
+ Standard:
+Overcharge: priority(only) , hazardous
+
+
+
+
+
+ 72” (1)
+
+ +6
+ one-use, potshots(unless in los of spotter), indirect(with spotter only)
+
+
+
+
+
+ 3” (1)
+ blast(D6)
+ +1
+
+
+
+
+
\ No newline at end of file