diff --git a/2022 - Horus Heresy.gst b/2022 - Horus Heresy.gst
index 8c615f2a..660a3ed4 100644
--- a/2022 - Horus Heresy.gst
+++ b/2022 - Horus Heresy.gst
@@ -4975,7 +4975,7 @@ Thaumaturge’s Cleansing (Psychic Weapon)
- Scornful Fire – This Advanced Reaction may be made once per battle during the Shooting phase when any enemy unit declares a Shooting Attack targeting a unit that includes a model with the Independent Character special rule under the Reactive player’s control which is part of the Mechanicum Detachment. The Reacting unit, and any friendly Mechanicum units eligible to make a Reaction within 12", may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of this Reaction counts as having made a Reaction in this Phase.
+ Scornful Fire – This Advanced Reaction may be made once per battle during the Shooting phase when any enemy unit declares a Shooting Attack targeting a unit that includes a model with the Independent Character special rule under the Reactive player’s control which is part of the Mechanicum Detachment. The Reacting unit, and any friendly Mechanicum units eligible to make a Reaction within 12", may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of this Reaction counts as having made a Reaction in this Phase.
A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive Weapons. Template weapons may only be used as part of a Scornful Fire Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally.
diff --git a/2022 - LA - Alpha Legion.cat b/2022 - LA - Alpha Legion.cat
index 0caf9f34..67dffadc 100644
--- a/2022 - LA - Alpha Legion.cat
+++ b/2022 - LA - Alpha Legion.cat
@@ -1,5 +1,5 @@
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@@ -8,7 +8,7 @@
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-
- Primarch of the Alpha Legion, the Aleph Null, the Hydra, the Threefold Serpent, The Final Configuration
-
-
-
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+
+
+ The controlling player of a unit composed entirely of models with this special rule must select any one variant of the Legiones Astartes (X) special rule other than Legiones Astartes (Alpha Legion) at the start of the battle before any models are deployed. All models in the unit with this special rule gain a bonus of +1 to all To Hit rolls made against models with the chosen variant of the Legiones Astartes (X) special rule.
+
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-
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- Primarch (Unique)
- 8"
- 7
- 7
- 6
- 6
- 6
- 6
- 6
- 10
+ Infantry (Heavy, Line, Character)
+ 6"
+ 4
+ 4
+ 4
+ 4
+ 3
+ 4
+ 3
+ 9
2+
-
-
- At the start of the battle before any models are deployed, Alpharius may be given any one of the following special rules: Infiltrate, Scout or Deep Strike. Alpharius' controlling player may select up to three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule to receive the same special rule granted to Alpharius by Everywhere and Nowhere.
-
-
- At the start of any turn in which Alpharius' controlling player is the Active player and Alpharius is on the battlefield (including when Embarked on a model with the Transport Sub-type or Building), the controlling player may grant one of the listed special rules to all models in the army with the Legiones Astartes (Alpha Legion) special rule (including Alpharius) that do not also have the Vehicle Unit Type, until the start of the controlling player's next turn as the Active player. Each of the listed special rules may only be selected once per battle:
-- The Fleet (2) special rule
-- The Preferred Enemy (Everything) special rule
-- The Sudden Strike (1) special rule
-
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@@ -913,68 +1609,299 @@
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- -
- User
- 1
- Melee, Armourbane, Instant Death, Two-handed
-
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+
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+ Infantry (Heavy, Line)
+ 6
+ 4
+ 4
+ 4
+ 4
+ 2
+ 4
+ 2
+ 8
+ 2+
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+ Infantry (Heavy, Line)
+ 6
+ 4
+ 4
+ 4
+ 4
+ 2
+ 4
+ 2
+ 8
+ 2+
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+ Infantry (Character, Light)
+ 7"
+ 5
+ 6
+ 4
+ 4
+ 3
+ 5
+ 3
+ 9
+ 3+
+
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+
+
+ When Exodus makes any attacks as part of a Shooting Attack, the range of any Weapons is not restricted or affected by the Night Fight rules, Shroud bombs or any other special rule. In addition, Exodus never suffers any penalty to his Ballistic Skill from Night Fight or any other special rules, always makes To Hit rolls using his full Ballistic Skill (including Snap Shots) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
+
+
+ Exodus may not be taken as a compulsory HQ choice, only as an non-Compulsory HQ choice. He may never be an army’s Warlord, and may not join other units except Legion Reconnaissance squads or Alpha Legion Headhunter Kill Teams.
+
+
+ When deploying Exodus onto the battlefield at the start of the battle, the controlling player may place him in any position on the battlefield, as long as Exodus is within Area Terrain, or at least 9" from any enemy model if Exodus is not within Area Terrain, regardless of the Line of Sight or Proximity of enemy models. If Exodus is deployed from Reserve after the start of the first turn, then he may enter play from any point on the battlefield’s edge, chosen by the controlling player. If Exodus joins a unit during deployment or whilst in Reserves and is deployed as part of that unit, he may not use any of the benefits of this special rule, but instead gains the Scout and Infiltrate special rules only if the unit he has joined also possesses those special rules.
+
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-
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- The Pythian Scales provide Alpharius with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, Hits caused by weapons with the Fleshbane or Poisoned (X) special rules gain no benefit when rolling To Wound and are resolved using the standard rules (if an attack with the Poisoned (X) or Fleshbane special rules that targets Alpharius has no Strength Characteristic, then treat it as Strength 1).
+ 24"
+ 7
+ 2
+ Assault 3, Sundering, Pinning
-
-
-
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-
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+
- 18"
- 8
- 3
- Assault 2, Rending (4+), Master-crafted
+ 72"
+ 7
+ 1
+ Heavy 1, Sniper, Sunder, Pinning, Deadly Aim
+
+
+ The weapon listed here is counted as an 'Auto' weapon for those rules that affect such weapons.
+The Instrument has two profiles. Pick which profile is used every time the weapon is fired - however, any Shooting Attacks made with The Instrument as part of a Reaction must use the Rapid Shot profile.
+
+
+ If Exodus has not moved in the turn a Shooting Attack is made using this profile, the attack may be given the Brutal (2) special rule. if the attack is given the Brutal (2) special rule then no Charges may be declared for Exodus in that turn.
+
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-
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+
@@ -982,486 +1909,1077 @@
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-
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- At the start of the battle, after all models from all armies have been deployed, including units deployed using the Infiltrator special rule and after any Scout moves have been made, Alpharius' controlling player may select up to three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule. The selected units may be redeployed to any position in the controlling player's Deploymen Zone or placed into Reserves. In addition, an army with Alpharius as its Warlord may declare a single Phase at the start of any turn in which Alpharius' controlling player is the Reactive player, gaining an additional Reaction in the chosen Phase as long as Alpharius has not been removed as casualty.
-
-
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+
-
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- The controlling player of a unit composed entirely of models with this special rule must select any one variant of the Legiones Astartes (X) special rule other than Legiones Astartes (Alpha Legion) at the start of the battle before any models are deployed. All models in the unit with this special rule gain a bonus of +1 to all To Hit rolls made against models with the chosen variant of the Legiones Astartes (X) special rule.
-
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- Infantry (Heavy, Line, Character)
- 6"
- 4
- 4
- 4
- 4
- 3
- 4
- 3
- 9
- 2+
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- Infantry (Heavy, Line)
- 6
+ Infantry (Skirmish)
+ 7
4
- 4
+ 5
4
4
- 2
+ 1
4
2
- 8
- 2+
+ 9
+ 3+
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+ 6"
+ 8
+ 1
+ Pistol 1, Armourbane (Melta)
+
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-
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-
-
+
+
+
+
+
+ Infantry (Skirmish)
+ 7
+ 4
+ 5
+ 4
+ 4
+ 1
+ 4
+ 1
+ 8
+ 3+
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-
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-
-
+
+
+
+
+
+ Infantry (Skirmish)
+ 7
+ 4
+ 5
+ 4
+ 4
+ 1
+ 4
+ 1
+ 8
+ 3+
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-
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-
-
+
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+
+
+
+
+
+ Infantry (Skirmish)
+ 7
+ 4
+ 5
+ 4
+ 4
+ 1
+ 4
+ 1
+ 8
+ 3+
+
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+ -
+ 3
+ 3
+ Melee, Sudden Strike (1), Breaching (5+)
+
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+ Power armour provides a 3+ Armour Save.
+
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+
+
+ The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
+
+
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+
+ A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
+
+
+
+
+
+
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+
+
+
+
+
+
+
+ 12"
+ 4
+ 5
+ Pistol 1
+
+
+
+
+
-
+
+
+
+
+ 18"
+ 5
+ 4
+ Rapid Fire, Twin-linked, Breaching (6+)
+
+
+
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-
+
-
+
- Infantry (Character, Light)
+ Infantry (Character, Unique)
7"
- 5
- 6
+ 6
+ 5
4
4
3
5
- 3
- 9
- 3+
+ 4
+ 10
+ 2+
-
- When Exodus makes any attacks as part of a Shooting Attack, the range of any Weapons is not restricted or affected by the Night Fight rules, Shroud bombs or any other special rule. In addition, Exodus never suffers any penalty to his Ballistic Skill from Night Fight or any other special rules, always makes To Hit rolls using his full Ballistic Skill (including Snap Shots) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
-
-
- Exodus may not be taken as a compulsory HQ choice, only as an non-Compulsory HQ choice. He may never be an army’s Warlord, and may not join other units except Legion Reconnaissance squads or Alpha Legion Headhunter Kill Teams.
-
-
- When deploying Exodus onto the battlefield at the start of the battle, the controlling player may place him in any position on the battlefield, as long as Exodus is within Area Terrain, or at least 9" from any enemy model if Exodus is not within Area Terrain, regardless of the Line of Sight or Proximity of enemy models. If Exodus is deployed from Reserve after the start of the first turn, then he may enter play from any point on the battlefield’s edge, chosen by the controlling player. If Exodus joins a unit during deployment or whilst in Reserves and is deployed as part of that unit, he may not use any of the benefits of this special rule, but instead gains the Scout and Infiltrate special rules only if the unit he has joined also possesses those special rules.
+
+ When attacking during the Assault phase, Armillus Dynat may choose to split his attacks between any of the weapons he has, declaring which Attacks will be used with which weapon profiles before any of his Attacks are rolled.
-
-
-
-
-
-
+
+
+
+
-
+
-
-
-
-
-
+
-
-
+
+
-
+
- 24"
- 7
- 2
- Assault 3, Sundering, Pinning
+ -
+ User
+ 3
+ Melee, Rending (6+)
-
+
- 72"
- 7
- 1
- Heavy 1, Sniper, Sunder, Pinning, Deadly Aim
+ -
+ 9
+ 2
+ Melee, Unwieldy, Thunderstrike
-
- The weapon listed here is counted as an 'Auto' weapon for those rules that affect such weapons.
-The Instrument has two profiles. Pick which profile is used every time the weapon is fired - however, any Shooting Attacks made with The Instrument as part of a Reaction must use the Rapid Shot profile.
+
+ If any enemy model that does not have the Vehicle Unit Type suffers one or more Hits (regardless of whether or not those Hits resulted in Wounds) from the Prince, then Armillus Dynat may make one Attack with The Prophet, in addition to any other attacks he has made with either weapon, in Iniciative step 1.
-
- If Exodus has not moved in the turn a Shooting Attack is made using this profile, the attack may be given the Brutal (2) special rule. if the attack is given the Brutal (2) special rule then no Charges may be declared for Exodus in that turn.
+
+ The weapons listed here are counted as 'Power' weapons for those rules that affect such weapons.
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
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+
+
+
+
+
+
+
+ At the start of the battle, before any models are deployed by either player, the controlling player of an army whose Warlord is Armillus Dynat may choose to select three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule and the Infantry Unit Type and give all models in those units one of the following rules: Infiltrate, Scout, or Counter-attack (1). In addition, an army whose Warlord is Armillus Dynat may make an additional Reaction in the opposing player's Movement phase, as long as Armillus Dynat has not been removed as a casualty.
+
+
+
+
+
+
+
-
+
-
-
+
+
-
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+
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+
-
-
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+
+
+
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+
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+
-
+
-
+
-
+
-
-
-
-
+
+
+
+ Primarch (Unique)
+ 8"
+ 7
+ 7
+ 6
+ 6
+ 6
+ 6
+ 6
+ 10
+ 2+
+
+
+
+
+
+ At the start of the battle before any models are deployed, Alpharius may be given any one of the following special rules: Infiltrate, Scout or Deep Strike. Alpharius' controlling player may select up to three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule to receive the same special rule granted to Alpharius by Everywhere and Nowhere.
+
+
+ At the start of any turn in which Alpharius' controlling player is the Active player and Alpharius is on the battlefield (including when Embarked on a model with the Transport Sub-type or Building), the controlling player may grant one of the listed special rules to all models in the army with the Legiones Astartes (Alpha Legion) special rule (including Alpharius) that do not also have the Vehicle Unit Type, until the start of the controlling player's next turn as the Active player. Each of the listed special rules may only be selected once per battle:
+- The Fleet (2) special rule
+- The Preferred Enemy (Everything) special rule
+- The Sudden Strike (1) special rule
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
+
+
-
+
- Infantry (Character, Unique)
- 7"
- 6
- 5
- 4
- 4
- 3
- 5
- 4
- 10
- 2+
+ 18"
+ 8
+ 3
+ Assault 2, Rending (4+), Master-crafted
-
-
- When attacking during the Assault phase, Armillus Dynat may choose to split his attacks between any of the weapons he has, declaring which Attacks will be used with which weapon profiles before any of his Attacks are rolled.
-
-
-
-
-
-
+
-
+
+
-
-
-
-
-
-
-
-
-
+
-
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+
+
-
+
-
User
- 3
- Melee, Rending (6+)
-
-
-
-
- -
- 9
- 2
- Melee, Unwieldy, Thunderstrike
+ 1
+ Melee, Armourbane, Instant Death, Two-handed
-
-
- If any enemy model that does not have the Vehicle Unit Type suffers one or more Hits (regardless of whether or not those Hits resulted in Wounds) from the Prince, then Armillus Dynat may make one Attack with The Prophet, in addition to any other attacks he has made with either weapon, in Iniciative step 1.
-
-
- The weapons listed here are counted as 'Power' weapons for those rules that affect such weapons.
-
-
-
-
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-
-
-
+
+
+
-
-
-
-
-
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-
+
-
-
+
+
-
-
+
+
+
+ The Pythian Scales provide Alpharius with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, Hits caused by weapons with the Fleshbane or Poisoned (X) special rules gain no benefit when rolling To Wound and are resolved using the standard rules (if an attack with the Poisoned (X) or Fleshbane special rules that targets Alpharius has no Strength Characteristic, then treat it as Strength 1).
+
+
+
+
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+
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+
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+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
-
+
+
+
+ At the start of the battle, after all models from all armies have been deployed, including units deployed using the Infiltrator special rule and after any Scout moves have been made, Alpharius' controlling player may select up to three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule. The selected units may be redeployed to any position in the controlling player's Deploymen Zone or placed into Reserves. In addition, an army with Alpharius as its Warlord may declare a single Phase at the start of any turn in which Alpharius' controlling player is the Reactive player, gaining an additional Reaction in the chosen Phase as long as Alpharius has not been removed as casualty.
+
+
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-
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-
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-
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-
-
- At the start of the battle, before any models are deployed by either player, the controlling player of an army whose Warlord is Armillus Dynat may choose to select three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule and the Infantry Unit Type and give all models in those units one of the following rules: Infiltrate, Scout, or Counter-attack (1). In addition, an army whose Warlord is Armillus Dynat may make an additional Reaction in the opposing player's Movement phase, as long as Armillus Dynat has not been removed as a casualty.
-
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-
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+
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+
+ This Warlord Trait may only be selected for a model with the Loyalist Allegiance.
+An army whose Warlord has this Trait counts any Allied Detachment that has any version of the Legiones Astartes (X) special rule as though it had the Fellow Warriors level of Alliance, regardless of the variant of the Legiones Astartes (X) special rule it has. Units from this Allied Detachment that are removed as casualties do not score Victory points for the opposing player, regardless of the Mission Objectives in play, and if all models that were part of the Allied Detachment have been removed as casualties at the end of the battle, the controlling player gains +1 Victory point. No unit in the Allied Detachment may make Reactions of any kind, but the first unit in the Primary Detachment to make a Reaction each turn does not use up a point of the controlling player’s Reaction Allotment when making that Reaction.
+
+
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+
+ An army whose Warlord has this Trait, may, at the start of the battle once all players have deployed all of their units onto the battlefield (including Infiltrators and Scouts) and any rolls to Seize the Initiative have been made, select up to three units that are under their control. The selected units may be redeployed as the controlling player wishes, within the constraints of the mission being played – they may be placed into Reserves, but may not be brought out of Reserves and onto the battlefield or assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
+
+
+
+
+
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+
+
+
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+
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+
+
+
+ A Warlord with this Trait, must select any one variant of the Legiones Astartes (X) special rule other than Legiones Astartes (Alpha Legion) at the start of the battle, before any models are deployed. The Warlord and any unit he has joined gain a bonus of +1 to all To Hit rolls made against models with the chosen variant of the Legiones Astartes (X) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the Shooting phase as long as the Warlord has not been removed as a casualty.
+
+
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+
diff --git a/2022 - LA - Blood Angels.cat b/2022 - LA - Blood Angels.cat
index 4156cb6b..4c05645a 100644
--- a/2022 - LA - Blood Angels.cat
+++ b/2022 - LA - Blood Angels.cat
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+ A Warlord with this Trait gains the Fear (1) special rule when the enemy army has the Traitor Allegiance.
+Whenever a Warlord with this Trait is on the winning side of a combat in which the Warlord was Engaged and that includes at least one enemy model with the Traitor Allegiance, he increases the value of his Fear special rule by one point at the end of the Assault phase in which the combat is won, to a maximum of Fear (4). For example, if a Warlord with this Trait and the Fear (1) special rule is locked in combat with an enemy unit with the Traitor Allegiance and wins the resulting combat, his Fear special rule would become Fear (2) at the end of that Assault phase. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
+
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+ Any friendly unit made up entirely of models with the Legiones Astartes (Blood Angels) special rule that can draw a line of sight to a Warlord with this Trait, to any model in a unit this Warlord has joined, or to any model that is Engaged in a combat which this Warlord is part of, gains a bonus of +1 to their Leadership Characteristic, to a maximum of 10. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
+
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+ A Warlord with this Trait and all models in any friendly unit that Warlord joins gain +1 to their Weapon Skill
+Characteristic when locked in combat with one or more enemy units that have the Traitor Allegiance. In addition, an army whose Warlord has this Trait may make one additional Reaction per turn in any one of the opposing player's Phases, as long as the Warlord has not been removed as a casualty. This additional Reaction may only be made by the Warlord's unit and does not allow any unit to make more than one Reaction per Phase.
+
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+ When within 6" of an objective, or within their own Deployment Zone, a Warlord with this Trait, and all models in any friendly unit that Warlord joins, automatically pass any Morale checks or Pinning tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
+
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+ This Warlord and all models in the same army with the Legiones Astartes (White Scars) special rule and the Cavalry Unit Type ignore all the effects of Difficult Terrain and gain a 4+ Invulnerable Save against all Wounds inflicted by failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Movement phase as long as the Warlord has not been removed as a casualty.
+
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+ A Warlord with this Trait, and all models in any unit he joins, gains the Stubborn special rule. Furthermore, if the Warlord is removed as a casualty, all models in any friendly unit composed entirely of models with the Legiones Astartes (White Scars) special rule, from which one or more models can draw a line of sight to the Warlord at the point when he is removed as a casualty, gain the Fearless special rule for the remainder of the battle. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
+
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+ Once per battle, the controlling player of a Warlord with this Trait may declare the use of this Trait at the start of their player turn. For the duration of that player turn only, all friendly models with the Legiones Astartes (Space Wolves) special rule gain a bonus of +1 Strength if the unit they are part of has successfully Charged an enemy unit. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player's Movement phase so long as the Warlord has not been removed as a casualty.
+
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+ A Warlord with this Trait gains an additional Wound at the end of any Assault phase in which he inflicts at least one unsaved Wound on an enemy model. This can not increase the Warlord's Wounds Characteristic above his starting value (including any bonuses from Wargear items like /Ether-rune armour), but if this effect is triggered while the Warlord has his maximum possible number of Wounds then he instead gains +1 Attacks and Strength until the end of the controlling player's next turn. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player's Assault phase so long as the Warlord has not been removed as a casualty.
+
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+ The Warlord and all models in any unit he has joined gain the Preferred Enemy (Independent Characters) special rule.
+Those models also gain the Feel No Pain (5+) special rule when locked in combat with one or more enemy models with the Independent Character special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player's Movement phase so long as the Warlord has not been removed as a casualty.
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+ In any Phase in which one or more Wounds has been allocated to a Warlord with this Trait, whether saved or unsaved, the Warlord gains the It Will Not Die (4+) and Fearless special rules until the end of the Warlord's controlling player's next turn. In addition, an army whose Warlord has this Trait may, once in each of the opposing player's turns, make a single Reaction without spending a point of the controlling player's Reaction Allotment, as long as the Reaction is made by the Warlord or a unit the Warlord has joined.
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+ Any friendly unit made up entirely of models with the Legiones Astartes (Ultramarines) special rule that can draw a line of sight to a Warlord with this Warlord Trait, may, when called upon to Regroup, use the Warlord's Leadership Characteristic for that test, and if successful the unit may make Shooting Attacks and declare Charges as normal, ignoring the normal restrictions for units that have Regrouped in the same turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Shooting phase as long as the Warlord has not been removed as a casualty
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+ A Warlord with this Trait, and all models in any unit he joins, gain the Fear (1) special rule and should the Warlord be reduced to 0 Wounds, the controlling player may choose to inflict D6 automatic Hits upon the unit whose attacks caused the final Wound, with these Hits allocated as per the standard rules. Each Hit is resolved using the profile of either any one of the Warlord's ranged weapons if he lost his last Wound to a Shooting Attack, or using the profile of any one of the Warlord's melee weapons if he lost his last Wound as part of an Assault, with all Hits resolved using the same profile (if the Wound is lost to neither a Shooting Attack nor a Melee Attack then this rule has no effect and no Hits are inflicted). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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+ A Warlord with this Trait and all models in any unit he has joined are never affected by any special rule or effect that lowers a Characteristic - including the Fear (X) and Rad-phage special rules and due to losing an assault where the enemy has inflicted more Wounds. In addition, an army whose Warlord has this Trait may not make Reactions during the Movement phase, but may make an additional Reaction in either one of the opposing player's Shooting or Assault phases (but not both). If the Warlord is removed as a casualty then this additional Reaction is lost, but the army may make Reactions in the Movement phase as normal in any appropriate Phases after the Warlord has been removed as a casualty.
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+ While a Warlord with this Trait is in Reserves, the controlling player may choose to re-roll all failed Reserves rolls and when deployed to the battlefield the Warlord and all models in any unit he has joined gain the Fleet(2) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Movement phase as long as the Warlord has not been removed as a casualty.
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+ This Warlord increases his Attacks and Strength Characteristics by +1 when Engaged in a Challenge, and by +2 when Engaged in a Challenge with the enemy Warlord. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent's Assault phase as long as the Warlord has not been removed as a casualty. (edited)
+[1:15 PM]
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+ A Warlord with this Trait, and all models in any unit he has joined, gain a bonus of +1 to their Strength Characteristic when locked in combat with any enemy unit that includes one or more models with any variant of the Fear special rule. Furthermore, this Warlord and any models in a unit he has joined composed entirely of models with the Legiones Astartes (Salamanders) special rule gain the Hatred (Traitors) special rule while the Warlord is part of the unit. An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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+ A Warlord with this Trait, and all models in any friendly unit composed entirely of models with the Legiones Astartes (Salamanders) special rule that is part of the same Detachment, gains a bonus of +1 to their Leadership Characteristic when making Pinning tests (to a maximum of 11) and reduce the effects of the Fear special rule by 1 (note that this means the Fear (1) special rule has no effect on models granted this benefit, and negative modifiers conferred by other variants of the Fear special rule are reduced in effect by 1). An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Shooting phase as long as the Warlord has not been removed as a casualty.
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+ Artificer armour confers a 2+ Armour Save.
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+ A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
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+ 12"
+ 3
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+ Assault 3, Pinning
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+ 4
+ Assault 1
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+ The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
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+ At the start of the controlling player’s Movement phase, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.
+
+A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.
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+Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hammer of Wrath (1) and Deep Strike special rules – if it already has the Bulky (2) special rule, it gains the Bulky (3) special rule instead.
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+During a Reaction made in any Phase, a player may not choose to activate a model’s Legion Warhawk jump pack to gain any bonus to its Movement Characteristic.
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+ A Warlord with this Trait gains the Fear (1) special rule when the enemy army has the Traitor Allegiance.
+Whenever a Warlord with this Trait is on the winning side of a combat in which the Warlord was Engaged and that includes at least one enemy model with the Traitor Allegiance, he increases the value of his Fear special rule by one point at the end of the Assault phase in which the combat is won, to a maximum of Fear (4). For example, if a Warlord with this Trait and the Fear (1) special rule is locked in combat with an enemy unit with the Traitor Allegiance and wins the resulting combat, his Fear special rule would become Fear (2) at the end of that Assault phase. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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+ Any friendly unit made up entirely of models with the Legiones Astartes (Blood Angels) special rule that can draw a line of sight to a Warlord with this Trait, to any model in a unit this Warlord has joined, or to any model that is Engaged in a combat which this Warlord is part of, gains a bonus of +1 to their Leadership Characteristic, to a maximum of 10. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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+ If, at the start of the controlling player's Charge sub-phase, there are any enemy units with at least one model within 12" of a Warlord with this Trait, or any model in a unit this Warlord has joined, and the Warlord and any unit he has joined are eligible to make a Charge, then the controlling player must declare a Charge for the Warlord and any unit he has joined targeting that enemy unit. If there is more than one potential target then the Warlord's controlling player may select any of those units to be the target of the Charge. Whenever this Warlord and any unit he has joined make a successful Charge that is not Disordered, the Warlord and all other models in a unit the Warlord has joined gain +2 attacks, instead of the standard +1 attack granted for Charging. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Movement phase as long as the Warlord has not been removed as a casualty.
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diff --git a/2022 - LA - Dark Angels.cat b/2022 - LA - Dark Angels.cat
index f311b324..a882a308 100644
--- a/2022 - LA - Dark Angels.cat
+++ b/2022 - LA - Dark Angels.cat
@@ -1,5 +1,5 @@
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diff --git a/2022 - LA - Night Lords.cat b/2022 - LA - Night Lords.cat
index 50b87ca1..31e82d4d 100644
--- a/2022 - LA - Night Lords.cat
+++ b/2022 - LA - Night Lords.cat
@@ -1,5 +1,5 @@
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diff --git a/2022 - Legiones Astartes.cat b/2022 - Legiones Astartes.cat
index 788c0def..8cd63428 100644
--- a/2022 - Legiones Astartes.cat
+++ b/2022 - Legiones Astartes.cat
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