From e50aa497ff0308b412eaea8a1a8b192f3ac39f90 Mon Sep 17 00:00:00 2001
From: Mayegelt <20280410+Mayegelt@users.noreply.github.com>
Date: Thu, 13 Jan 2022 19:03:59 +0000
Subject: [PATCH] A Gift of Stuff
A gift of stuff from the Mournival Battle Manual
---
(HH) Agents of the Emperor or Warmaster.cat | 4223 +++++++++++++++++
...Imperialis Militia and Cults Army List.cat | 328 +-
... Legiones Astartes - Crusade Army List.cat | 355 +-
(HH) Mechanicum - Taghmata Army List.cat | 336 +-
(HH) Mournival Units.cat | 417 +-
(HH) Solar Auxilia - Crusade Army List.cat | 321 +-
(HH) Talons of the Emperor Army List.cat | 199 +-
7 files changed, 6033 insertions(+), 146 deletions(-)
create mode 100644 (HH) Agents of the Emperor or Warmaster.cat
diff --git a/(HH) Agents of the Emperor or Warmaster.cat b/(HH) Agents of the Emperor or Warmaster.cat
new file mode 100644
index 00000000..3b1ffa6a
--- /dev/null
+++ b/(HH) Agents of the Emperor or Warmaster.cat
@@ -0,0 +1,4223 @@
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+ Infantry (Character)
+ 5
+ 5
+ 3
+ 3
+ 2
+ 4
+ 2
+ 10
+ 4+
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+ The bearer gains a 5+ Invulnerable save.
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+ If an enemy characters last wound is removed by a weapon with the Shock rule during combat in which this character is part of, they are considered to be captured rather than killed.
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+ These are special grenades that count neither as assault or defensive grenades, but have their own unique effect. During a turn in which a unit equipped with shock grenades launches an assault, or is themselves assaulted, the enemy unit(s) suffer a -1 penalty to their Initiative until the end of the Assault phase.
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+ A model with this special rule activates the Shock rule one lower than normal, for example on a To Hit roll of a 5 or a 6 with a Shock Maul and a 4+ with a Shock Glove.
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+ Any time an enemy unit fires at a model with this special rule, the model gains Preferred Enemy versus that unit.
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+ Beast
+ 3
+ 0
+ 3
+ 2
+ 1
+ 5
+ 3
+ 5
+ -
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+ Beast
+ 4
+ 0
+ 4
+ 4
+ 1
+ 4
+ 2
+ 5
+ 4+
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+ At the beginning of the game, at the same time that Warlord Traits and Psychic powers are determined, a Warrant must be secretly noted down for each model with this special rule. The note is revealed at the end of the game when Victory points are being tallied. Each Warrant represents an objective which that Suffering Marshal must achieve, chosen from the list below. Each of the secret objectives has an associated Victory point score- if the objective is achieved, the Suffering Marshals side earns the indicated number of bonus Victory points in addition to any claimed as part of the mission. If the secret objective is not achieved, the model's side may not claim a victory in the battle, regardless of any other factors.
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+ The Suffering Marshal must end the game within the enemy's deployment zone in order to earn the Warrant.
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+ Note the identity of another Independent Character in the army. This model must survive the game to earn the Warrant.
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+ The Suffering Marshal must take a Character in the opposing players army prisoner via the use of Magnacles. If the Character is killed instead, the Warrant is failed.
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+ The Suffering Marshal must take a Character in the opposing players army prisoner via the use of Magnacles. If the Character is killed instead, the Warrant is failed.
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+ If Points of Interest are in play, the Suffering Marshal must investigate more Points of Interest than the opposing player. Gaining 1 Victory Point per Point of Interest investigated.
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+ The model counts as being equipped with a Boarding Shield.
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+ The model counts as being equipped with a Boarding Shield that also confers the Hammer of Wrath special rule with Shock.
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+ A model equipped with the Book of the Law may read from it at the start of each of their turns provided they are not currently locked in combat or falling back. One friendly unit with the Arbites faction within 12” may be granted one of the following special rules until the start of their next turn: Crusader, Hatred, Rage or Stubborn. A unit may only be affected by one Book of the Law each turn.
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+ The bearer improves their Armour Save by +1 and may re-roll saves against attacks with the Acid or Poisoned rules.
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+ Infantry (Character)
+ 2
+ 2
+ 3
+ 3
+ 2
+ 3
+ 1
+ 10
+ -
+
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+
+
+ The unit which the Iterator is attached to gains +1 to all Combat Resolution results. If this would result in Drawn combat, the Iterators unit is considered the winner. In the rare circumstance that two units containing Iterators are opposing each other, both units will become Fearless until one Iterator is killed.
+
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+ While the Iterator is part of an army, allies count as one level higher on the Ally Matrix. In addition, if the Iterator is part of a Shattered Legions force in which the Warlord has been killed the different Legions treat each other as Fellow Warriors instead of Distrusted Allies while the Iterator lives.
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+ Infantry (Character)
+ 4
+ 5
+ 4
+ 6
+ 2
+ 2
+ 3
+ 10
+ 3+
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+ A Myrmidon Biologis has the Preferred Enemy (Infantry) special rule.
+Note however this has no effect against models with any of the following special rules, as such entities are otherworldly abominations, forged from secret science or largely nonbiological:
+Daemon, Daemon of the Ruinstorm, Legio Custodes, Primarch, Cybernetica Cortex, Psi-control Matrix
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+ 8"
+ X
+ -
+ Assault 1, Blast, Viral Lode, Poison 2+
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+ If one or more models are removed after resolving this attack, place another Blast marker within 5” of the location of any casualty. Resolve this as a new attack using the profile given above. Continue this process until no more casualties are caused.
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+ -
+ 1
+ 2
+ Melee, Unwieldy, Shred, Fleshbane
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+ Infantry (Character)
+ 7
+ 7
+ 4
+ 4
+ 2
+ 6
+ 3
+ 10
+ -
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+ If your army includes a Callidus Assassin, you can re-roll the dice when attempting to Seize the Initiative. In addition, your opponent suffers a -3 to the first Reserve Roll they make during the game.
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+ Infantry (Character)
+ 8
+ 8
+ 4
+ 4
+ 3
+ 7
+ 4
+ 10
+ -
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+ Template
+ 1
+ 2
+ Pistol, Neural Shock
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+ Hits caused by this weapon always wound on a 4+.
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+ -
+ User
+ 2
+ Melee, Phasing Hits
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+ Each successful To Wound roll of a 6 made by a Phase Sword results in a Phasing Wound Invulnerable saves cannot be taken against Phasing Wounds.
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+ -
+ User
+ -
+ Melee, Poisoned (3+), Rending
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+ When a Callidus Assassin is deployed using her Infiltrate special rule, she can be setup anywhere on the table that is more than 1" away from an enemy model. If she starts the game in Reserve, she can choose to move onto the table from the enemy board edge when she arrives. In either case, during the first Game Turn in which the Callidus Assassin arrives, enemy units can only Snap Fire when targeting her.
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+ Infantry (Character)
+ 7
+ 7
+ 4
+ 4
+ 2
+ 6
+ 3
+ 10
+ -
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+ Armour Saves cannot be taken against Wounds inflicted by Culexus Assassin's close combat attacks, in addition any rolls of a 6 To Wound have the Instant Death special rule. All wounds inflicted against a Psyker are automatically Instant Death.
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+ Psykers, friend or foe, within 12" of the Culexus Assassin have -3 Leadership, do not generate any Warp Charge and only harness Warp Charge points on a roll of a 6. A Culexus Assassin can never be targeted or affected by psychic powers. Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of the Culexus Assassin or vice versa.
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+ Infantry (Character)
+ 8
+ 8
+ 4
+ 4
+ 3
+ 7
+ 4
+ 10
+ -
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+ 18"
+ 5
+ 1
+ Assault X, Aether Charge, Animus Speculum
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+ An Animus Speculum is a ranged weapon that is fired in the Psychic phase instead of the Shooting phase, it can snap fire but cannot be used in Overwatch. Firing the weapon does not prevent the Culexus Assassin from Running or Shooting another weapon at the same or a different target in the Shooting phase
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+ When firing, add up the combined Mastery levels of all Psyker units within 12", you may move up to 3 Warp Charges from your own pool to add them to this total. This is the number of shots that can be fired.
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+ All Shooting and Close Combat attacks against the Culexus Assassin are resolved at WS/BS 1.
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+ Infantry (Character)
+ 7
+ 7
+ 4
+ 4
+ 2
+ 6
+ 3
+ 10
+ -
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+ If an Eversor Assassin is ever reduced to zero Wounds, each nearby unit (friend or foe) suffers a Str5 AP- hit for each model it has within D6" of the Eversor Assassin.
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+ The Eversor may fire his Executioner Pistol up to 4 times, all of these shots must be at the same target but can be any mixture of Bolt Pistol and Needle Pistol shots.
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+ Infantry (Character)
+ 8
+ 8
+ 4
+ 4
+ 3
+ 7
+ 4
+ 10
+ -
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+ 12"
+ 1
+ -
+ Pistol, Poisoned
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+ 12"
+ 4
+ 5
+ Pistol
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+ -
+ User
+ -
+ Melee, Fleshbane, Shred
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+ An Eversor Assassin rolls 3D6 when determining his charge range, adding the results together. In addition, an Eversor receives 3 bonus Attacks in a turn in which he charges instead of just 1.
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+ An Eversor Assassin fires Overwatch at full Ballistic Skill.
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+ A unit with this special rule adds 3” to its maximum move distance when it moves in the Movement phase, when it Runs and when it makes charge moves. Additionally, they do not suffer the penalty to their Initiative for charging enemies through difficult terrain.
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+ A unit composed entirely of models with this special rule has a unit coherency of 3" instead of the usual 2", and may always attempt to Regroup as an unmodified Leadership test regardless of casualties taken or any other effects.
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+ -
+ +1
+ 4
+ Melee, Transonic
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+ To wound rolls of 6 always wound the target regardless of its Toughness. During the first round of combat, to wound rolls of 6 are resolved at AP2. During subsequent rounds all attacks are resolved at AP2.
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+ 8"
+ -
+ 4
+ Assault 1, Blast, Poison, Haywire
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+ Infantry
+ 6
+ 5
+ 5
+ 4
+ 3
+ 7
+ 4
+ 10
+ 4+
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+ Infantry
+ 5
+ 5
+ 4
+ 4
+ 2
+ 4
+ 3
+ 10
+ 3+
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+ The Lodge Master automatically passes any Morale checks, including tests for regrouping.
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+ Lodge Masters frequently operate with hidden agendas and subversive schemes designed to further their influence.
+At the beginning of the game, at the same time that Warlord Traits are determined, a mission must be secretly selected for each model with this special rule. Each mission represents an objective that the Lodge Master must achieve with an associated Victory Point score. The mission is revealed at the end of the game. If the objective is achieved, the Lodge Master's side earns the indicated number of bonus Victory Points in addition to any claimed as part of the mission. If the secret objective is not achieved, the model's side may not claim a victory in the battle, regardless of any other factors.
+Observer: The Lodge Master must end the game in the enemy deployment zone for 1 Victory Point.
+Mentor: Select a friendly Independent Character other than the Lodge Master, that model must survive the game for 1 Victory Point.
+Hand of the Warmaster: The Lodge Master gains Implacable Advance. If the model holds any Objective outside the friendly deployment zone gain D2 Victory Points.
+Godkiller: If an enemy Primarch (or Valdor) is slain during the game gain D3 Victory Points.
+Skulltaker: The Lodge Master must personally kill the enemy Warlord e.g. through a Challenge, Precision Strike/Shots etc. for D3+1 Victory Points.
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+ The Lodge Master must be painted so as to be clearly identifiable as a member of a particular Legion. He has that version of the Legiones Astartes rule and can select equipment and options as an Independent Character of that Legion.
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+ Upgrade turns the model into a Level 1 Psyker with access to the Biomancy or Telepathy discipline.
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+ -
+ User
+ -
+ Melee, Specialist Weapon, Instant Death
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+ The Lodge Master must be painted so as to be clearly identifiable as a member of a particular Legion. He has that version of the Legiones Astartes rule and can select equipment and options as an Independent Character of that Legion.
+Upfortunately it is near imposible to add all legion equipment, upgrades and options. Please just add the right amount of points to buy the wargear that you want and manually add the extras in the notes if printing out a list.
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+--
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+ Infantry
+ 3
+ 3
+ 3
+ 3
+ 2
+ 5
+ 2
+ 10
+ 4+
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+ Any time an enemy unit rolls for Reserves (once per turn) or a Barrage or Deep Strike scatter, if the Operative can pass a Ld test, the enemy player can be forced to re-roll that scatter. If the enemy is using a Nuncio Vox to prevent Scatter, then the Ld test is automatically passed.
+
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+ Once per turn the Operative may attempt to intercept and corrupt a command. At the start of any phase, nominate an enemy unit to roll a D6 and add its Leadership. The Operative does the same. If the Operative’s total exceeds that of the unit, it may only fire Snap Shots during that turn. The Operative adds +1 if the enemy unit has a Nuncio Vox or Cyber Occularis, or +2 if the enemy unit has a Cognis Signum or Djinn Skein.
+
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+ During deployment, the controlling player must place an Extraction marker in their own deployment zone. This marker represents an Arvus Lighter, compromised grav lift or other method of egress. The Operative may embark into the marker and the following turn make a Reserve test for extraction (automatically passed on turn 4+). Once the Operative has embarked, the Extraction marker can be attacked, having AV11 and 2 Hull Points. The controlling player gains +1 VP if the Operative is successfully extracted.
+
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+ The Operator is not deployed at the start of the game. Instead, the controlling player must secretly note which enemy unit the Operative is hiding within. At the start of any turn, the controlling player can reveal the Operator, placing a model within unit coherency of the unit he was hidden in. The Operator can then take a turn as normal If, before being revealed, the unit the Operator is hidden within is killed or the game ends, the controlling player loses 1 Victory Point.
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+ While attacking an Operative, enemy units reduce their Weapon Skill and Ballistic Skill value so they are no greater than the current Game Turn number.
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 7
+ 7
+ 4
+ 4
+ 2
+ 6
+ 3
+ 10
+ -
+
+
+
+
+
+ If using Infiltrate to deploy, the model can be set up anywhere on the table more than 1" from any enemy unit. If starting the game in Reserves, the model can choose to move on from the enemy board edge. During the first game turn that the model is on the board, enemy units can only fire Snap Shots when targeting the model.
+
+
+ The unit is immune to any psychic powers targeting them, including enemy bonuses from Telepathy Blessings. Additionally, any model within 12" suffers:
+• Psykers do not generate Warp Charge
+• Psykers suffer -1 to rolls to Harness Warp Charge
+• All models suffer -1Ld (excluding Fearless units)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 5
+ 5
+ Assult 4, Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 2
+ Melee, Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Prior to the start of the game, nominate 1 enemy model or unit to be subject to the Blood Warrant. When targeting that model or unit the Pariah’s attacks gain: Preferred Enemy, Precision Shots and Strikes, Instant Death and Phasing Hits.
+
+
+ For each successful To Wound roll of a 6 Invulnerable saves cannot be taken.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 7
+ 6
+ 4
+ 4
+ 2
+ 6
+ 3
+ 10
+ 4+
+
+
+
+
+
+ The model may fire Overwatch at full Ballistic Skill
+
+
+ The Daemonhost may fire its Butchers Pistol up to 4 times, all of these shots must be at the same target.
+
+
+ The model rolls 3d6 when determining charge range, adding the results together. In addition, the Daemonhost receives +3 Attacks when charging, rather than just 1.
+
+
+ The Daemonhost cannot join or be joined by other models.
+
+
+ If the Daemonhost is ever reduced to zero Wounds, before removing the model as a casualty, each model (friend or foe) within d6” of the Daemonhost suffers a Strength 5 AP- hit. After resolving any damage, remove the model from play as a casualty.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 8
+ 7
+ 5
+ 5
+ 3
+ 7
+ 4
+ 10
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +2
+ 4
+ Melee, Fleshbane, Instant Death
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 4
+ 5
+ Pistol, Banestrike, Poisoned
+
+
+
+
+
+ When rolling to wound, results of a 6 are AP 3.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 5
+ 5
+ 3
+ 3
+ 2
+ 4
+ 3
+ 10
+ -
+
+
+
+
+
+ Before the game begins but after deployment, the controlling player must select one of the two following missions for the Chosen to perform.
+- Escort: Select a single friendly Character who is not the Warlord, the Chosen must remain in the Characters unit for as long as the Character is alive. While part of the same unit, the Chosen may automatically pass Heroic Intervention and Look Out Sir tests relating to the escorted Character. If the escorted Character survives the game they are worth a single Victory Point, however if they are removed from play the opposing player gains two Victory Points.
+- Recover: The opposing player must nominate a single, Character (other than the Warlord) in their army to be the bearer of the Artefact. Should the Character be killed the Artefact is immediately dropped and a marker placed to designate its location. If the Chosen is within 1" of the Artefact marker they may immediately pick it up. Once in possession of the Artefact the Chosen may attempt to leave the table by any table edge, even in a transport vehicle. If, at the end of the game, the Chosen is in possession of the Artefact, either on or willing off the table, the controlling player gains 1 Victory Point.
+
+
+ Roll a D6 each time the Chosen loses their final Wound while:
+- Escorting: In a Challenge or Look Our Sir
+- Recover: Within 3" of the Artefact On a 4+ the Wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Provides a 4+ save and counts as being Void Hardened in games of Zone Mortalis. Additionally, wearer must re-roll failed saves against Template and Blast type weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 7
+ 7
+ 4
+ 4
+ 2
+ 6
+ 3
+ 10
+ -
+
+
+
+
+
+ All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, are Precision Shots.
+
+
+ Each time this weapon is fired choose one of the following types of ammunition to be used
+• Shield-breaker: Invulnerable saves cannot be taken against Wounds, Glancing hits or Penetrating hits.
+• Turbo-penetrator: Against vehicles, counts as Strength 10. Against all other targets inflicts D3 Wounds.
+• Hellfire: Attacks always Wound on 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 8
+ 8
+ 4
+ 4
+ 3
+ 7
+ 4
+ 10
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ X
+ 2
+ Pistol, Sniper, Exitus Ammo
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ All successful To Hit rolls, excluding Snap Shots, have the Ignore Cover special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 72"
+ X
+ 2
+ Heavy 1, Sniper, Exitus Ammo
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 5
+ 4
+ 4
+ 2
+ 5
+ 3
+ 10
+ 4+
+
+
+
+
+
+ Prior to the start of turn 1, nominate one non-vehicle unit to suffer one effect:
+a penalty of -1T for the duration of the game
+a penalty of -1WS and BS for the game
+cannot Run or perform Sweeping Advances
+one Special Rule the unit possesses ceases to have any effect
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 6
+ 6
+ 4
+ 4
+ 3
+ 6
+ 4
+ 10
+ 4+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 18"
+ X
+ 5
+ Assault 2, Poison (2+), Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ X
+ 4
+ Rending, Poison (2+), Instant Death, One User, Singular
+
+
+
+
+
+ The model can only make 1 Attack with this weapon and cannot gain bonuses Attacks for charging etc.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 8"
+ X
+ -
+ Assault 1, Blast, Viral Lode, Poison (2+), One Use
+
+
+
+
+
+ If one or more models are removed after resolving this attack, place another Blast marker within 5” of the location of any casualty. Resolve this as a new attack using the profile given above. Continue this process until no more casualties are caused.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ X
+ -
+ Paired Weapon, Poison (2+)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 5
+ 4
+ 4
+ 2
+ 5
+ 3
+ 10
+ 4+
+
+
+
+
+
+ A Vanus is unusual in that no model is necessary for the Assassin, as only the Cyber Occularis are deployed. An Adept has 3 Cyber Occularis, a Master has 4. These models are counted as a single unit for Kill Points, Attrition, Last Man Standing etc. The Vanus model’s rules are given for completeness, but are not normally used in a game.
+
+
+ At the end of deployment, nominate 1 enemy model to suffer –D3W and –D3Ld, to a minimum of 1. Wounds are AP2 but the model may take invulnerable saves as normal
+
+
+ During deployment, nominate one friendly unit to gain Preferred Enemy against one nominated enemy unit. Additionally, the controlling player may force their opponent to reroll one reserve roll each turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 6
+ 6
+ 4
+ 4
+ 3
+ 6
+ 4
+ 10
+ 4+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Jet Pack Infantry (but not Bulky)
+ 2
+ 3
+ 2
+ 3
+ 1
+ 4
+ 1
+ 9
+ 3+
+
+
+
+
+
+ The model can never join or be joined by other models.
+
+
+ Cyber Occularis cannot Score or Contest and do not block Line of Sight
+
+
+ Confers Interceptor on friendly units in 3”.
+
+
+ Enemy units within 12” suffer -1 to cover saves.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ (X+)
+ -
+ Assault 2, Machine Corruption
+
+
+
+
+
+ Against vehicles, treat this as Haywire. Against other models, the roll to wound is equal to the armour save of the target. Models with Cybernetica Cortex suffer double Wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each Cyber Occularis functions as a Nuncio Vox. Additionally, at the beginning of each Shooting phase, nominate 1 friendly unit within 6” of a single Cyber Occularis to gain +1BS for the duration of the phase
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ User
+ -
+ Machine Corruption
+
+
+
+
+
+ Against vehicles, treat this as Haywire. Against other models, the roll to wound is equal to the armour save of the target. Models with Cybernetica Cortex suffer double Wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 5
+ 6
+ 4
+ 4
+ 3
+ 5
+ 2
+ 9
+ 3+
+
+
+
+
+
+ All successful hits, excluding Snap Shots, gain the Precision Shot rule.
+
+
+ An Exodus Assassin can never join or be joined by other models. May not be selected as a compulsory HQ or be the Warlord of an army.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ • Mutable Tactics: An Alpha Legion army must pick one of the following special rules at the point where Warlord Traits have been selected for the game. This rule then applies to all of the units in the detachment with the Legiones Astartes (Alpha Legion) special rule for the duration of this game:
+- Scout
+- Infiltrate
+- Tank Hunters
+- Counter-attack
+- Move Through Cover
+- Adamantium Will
+• Martial Hubris: In any mission where secondary objectives are being used, and an Alpha Legion army is your army’s primary detachment, if the Alpha Legion army has suffered more units destroyed than their enemy at the end of the game, then their enemy gains 1 Victory point.
+(In the case of Shattered Legions. The army only gains both of these benifits if the Warlord is Alpha Legion)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ -1
+ 3
+ Melee, Specialist Weapon, Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Replaces Frag grenades. Assault grenade that grants Hammer of Wrath to user.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ 5
+ 4
+ Salvo 2/4, Rending
+
+
+
+
+ 36"
+ 6
+ 3
+ Heavy 1, Rending, Lethal, Ignores Cover
+
+
+
+
+
+ This attack inflicts two wounds per unsaved wounding hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 2
+ 2
+ 3
+ 3
+ 2
+ 3
+ 1
+ 8
+ -
+
+
+
+
+ Infantry (Character)
+ 5
+ 1
+ 5
+ 4
+ 3
+ 4
+
+ 10
+ -
+
+
+
+
+
+ If the Rogue Psyker is killed either by losing wounds or as the result of suffering a Perils of the Warp attack, roll a D6. On a result of a 5+ normally or a 2+ in the case of Perils of the Warp, the model becomes Possessed with the profile given above. The model gains the Daemon and Rending special rules but loses the Psyker special rule.
+If a Rogue Psyker who is the army’s Warlord becomes possessed, they are still counted as destroyed for the purpose of any victory conditions of the mission being played.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 2
+ 2
+ 3
+ 3
+ 2
+ 3
+ 1
+ 8
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ User
+ -
+ Melee, Specialist Weapon, Instant Death
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4+ Invulnerable Save
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5+ Invulnerable Save
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 4
+ 3
+ 3
+ 3
+ 5
+ 3
+ 9
+ 2+
+
+
+
+
+
+ Psychic models or units of any kind within 6" of models with tis rul at the start of their Psychic phase do not generate additional warp charge dice.
+
+If any Psyker model is in base contact with a model that has this special rule at the start of any Psychic phase they must immediately make a Leadership text before Warp Charge is rolled for. If this test is failed they must immediately suffer Perils of the Warp at -1and may not use any psychic powers durung this phase should they survive this.
+
+
+ Models witht his rule ar eimmune to all psychic powers and cannot be affected by them. They also ignore any Telepathy Discipline Blessings on enemy units which would negatively affect the models which this rule. This does not extend to Transport Vehicles.
+
+All units with in 12" of any model with this rule suffer -1 to their Leadership value increasing to -2 if the model is a Psyker. Models with Fearless or the Psychic Anathema are not subject to this effect. This affects friend and foe equally.
+
+Units within 12" of models with this rule must re-roll Deny the Witch tests.
+
+All units with Daemon within 12" of any model with this rule suffer -1 to their Toughness of if they have armour instead of toughness they add +1 to all rolls on the Vehicle damage table.
+
+All models with psychic powers suffer a penalty to roll to manifest psychic powers when near any model with this rule. -1 within 12", increasting to -2 when in base contact.
+
+
+ Fearless, Hatred (Psykers)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Provides the wearer with a 4++, which increases to a 3++ vs Template and Blast weapons
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ +2
+ 1
+ Melee, Instant Death, Master-Crafted, Psy-Lash, Two Handed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ 3
+ Melee, Two-Handed, Piercing Cut, Duellist's Edge
+
+
+
+
+
+ To Hit rolls of 5 or 6 made for attacks with this weapon are resolved seperately at AP2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ 2
+ Melee, Murderous Strike, Specialist Weapon
+
+
+
+
+
+ Causes Instant Death on a To Wound roll of 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ -
+ Melee, Two-Handed, Electro-Arc, Sweeping Strikes
+
+
+
+
+
+ Total all hits caused by weapons with this special rule durring an Assault phase, before making any To Wound rolls, then roll a single D6 for each of these hits. Any rolls of 3+ cause an additional hit at AP- with the Poisoned (4+)special rule.
+
+
+ The bearer may choose to use the number of enemy models within 3" that are locked in combat with them instead of their Attacks score to determine the number of attacks they may make in any Assault phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12
+ 2
+ 5
+ Pistol, Poisoned (4+), Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ For each HQ unit with this special rule, at least three other units with this rule can be included in the same detachment. If no HQ model is included, then these units may not be selected. Additionally, choose one of the following rules to apply to all models with this rule in the detachment: Infiltrate, Crusader, Stealth, Overawe (+1 to combat resolution)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +1 to Combat Resolutions
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ -
+ Melee, Sweeping Strike, Shock, Specialist Weapon
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +2
+ 4
+ Melee, Concusive, Shock
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ -
+ Melee, Shock (5+)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ X2
+ 4
+ Melee, Concussive, Shock, Two-handed, Unwieldy
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 2
+ 2
+ 3
+ 3
+ 1
+ 3
+ 1
+ 10
+ 6+
+
+
+
+
+ Should an enemy unit Deep Strike into play within 12" of the Navigator, the Navigator and their unit may make a Snap Shot shooting attack at the arriving unit at the end of that phase, subject to the normal rules for doing so. If the enemy unit enters play by way of a Conjuration psychic power, these Snap Shots are carried out at the firers’ normal BS rather than at BS 1.
+
+
+
+
+
+ Navigator Powers
+Navigators have a range of powers, one of which may be attempted in the phase indicated so long as the Navigator is not engaged in an assault. These powers do not count as Psychic Powers and the Navigator does not use Warp Charge points or have access to any Psychic Disciplines. However, the Navigator does count as a Psyker for the purposes of rules that work against Psykers, such as Hatred (Psykers) or weapons that have additional rules against Psykers. In order to use a Navigator power, the Navigator must make a Leadership test. If the test is passed, the chosen power is used as described. If the test is failed, the power is not used and the Navigator and their unit is Pinned (though they do not Go to Ground).
+• The Lidless Stare
+Use in the controlling player’s Shooting phase, counting as a shooting attack. Place a template as if the Navigator was shooting a template weapon. Every Infantry type model, friend or foe, under the template must pass an Initiative test. Models that fail the test suffer an automatic Instant Death wound with no Armour saves possible.
+• Warp Prescience
+Use at the beginning of the enemy’s Shooting phase. Shooting attacks directed at the Navigator and their unit that player turn are made at -1 BS.
+• Atheric Disruption
+Use at the start of the controlling player’s turn. Until the beginning of their next player turn, all Psykers, friend or foe, roll three dice and discard the lowest result for the purposes of Perils of the Warp results.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 2
+ 2
+ 3
+ 3
+ 2
+ 3
+ 1
+ 7
+ -
+
+
+
+
+
+ The Remembrancer gains a token for each an enemy Character that is killed within 6" of the model. If the enemy Character was killed by a friendly Character (through a Challenge, Precision Shot/Strike etc.) the Remembrancer gains two tokens instead. Throughout the game a token can be discarded to allow the reroll of a single die by any Character in the same unit as the Remembrancer. This includes, but is not limited to: Leadership tests, To Hit/Wound rolls, Armour Saves, Run distances etc. A reroll can never be rerolled. If the Remembrancer is killed, all tokens are removed.
+
+
+ At the end of the game, any unused tokens on the Remembrancer are converted to Campaign Points or Victory Points. Confirm with the events organiser as to the exact nature of this ability. As a guide; 1 Campaign Point for every 5 tokens or 1 Victory Point for every 3 tokens.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 5
+ 4
+ 4
+ 2
+ 4
+ 2
+ 10
+ 2+
+
+
+
+
+
+ A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to shooting and close combat attacks.
+
+
+ Apply the rules from the legion of his origin as required.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ x2
+ 2
+ Melee, Specialist Weapon, Unwieldy, Master-crafted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 3
+ Melee, Shred, Specialist Weapon, Master-crafted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ 2
+ Melee, Unwieldy, Master-crafted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +2
+ 4
+ Melee, Master-crafted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 3
+ Melee, Master-crafted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 7
+ 2
+ Pistol, Get's Hot, Gets Hot, Master-crafted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 5
+ 5
+ Pistol, Deflagrate, Master-crafted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 4
+ 5
+ Pistol, Master-crafted
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The bearer may choose to use the number of enemy models within 3” that are locked in combat with them instead of their Attacks score to determine the number of attacks they may make in any Assault phase.
+
+
+ When charging models with this special rule rolls separately for their charge distance and may split away from their original unit if one or more rolls fail the charge distance. Any models which split away from the original unit in this way must rejoin the unit at the earliest chance after that point.
+
+
+ This model gain 1D3 Hammer of Wrath attacks, all with the Shock special rule. Note that these attacks counts as having rolled a 6 to hit i.e. they become AP3. In addition, normal attacks gain the Blind special rule, however these attacks can never inflict a Wound.
+
+
+ To Hit rolls of 6 with this weapon become AP3
+
+
+ A model with this special rule has a 4+ invulnerable save. Additionally, they do not suffer the penalty to their Initiative for charging enemies through difficult terrain.
+
+
+ The model can never join or be joined by other models.
+
+
+ Gain +1VP at the end of the game if the enemy’s Warlord was removed as a casualty as the result of a Wound inflicted by a model with this rule.
+
+
+
\ No newline at end of file
diff --git a/(HH) Imperialis Militia and Cults Army List.cat b/(HH) Imperialis Militia and Cults Army List.cat
index fc0a23e9..9bed0908 100644
--- a/(HH) Imperialis Militia and Cults Army List.cat
+++ b/(HH) Imperialis Militia and Cults Army List.cat
@@ -1,5 +1,5 @@
-
+
@@ -847,6 +847,13 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
+
+
+
+
+
+
+
@@ -1470,9 +1477,14 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
-
-
-
+
+
+
+
+
+
+
+
@@ -1483,12 +1495,317 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -11674,4 +11991,7 @@ A model may only use this weapon if it has successfully charged that player turn
+
+
+
\ No newline at end of file
diff --git a/(HH) Legiones Astartes - Crusade Army List.cat b/(HH) Legiones Astartes - Crusade Army List.cat
index f1d95e2a..b406f60e 100644
--- a/(HH) Legiones Astartes - Crusade Army List.cat
+++ b/(HH) Legiones Astartes - Crusade Army List.cat
@@ -1,5 +1,5 @@
-
+
@@ -15795,6 +15795,7 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
+
@@ -17848,6 +17849,7 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
+
@@ -26078,6 +26080,49 @@ Void Shield Harness
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
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+
+
@@ -26214,6 +26259,102 @@ Void Shield Harness
+
+
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+
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+
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+
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+
+
+
@@ -71406,6 +71547,39 @@ Unloading: Vehicles can disembark from the Transporter very quickly. If it lands
+
+
+
+
+
+
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+
+
+
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+
+
+
@@ -71489,6 +71663,102 @@ Unloading: Vehicles can disembark from the Transporter very quickly. If it lands
+
+
+
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+
+
+
+
+
@@ -76485,44 +76755,6 @@ For the purpose of missions which make use of Victory points for killing units,
-
-
-
-
-
-
-
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-
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-
-
@@ -76925,6 +77157,51 @@ For the purpose of missions which make use of Victory points for killing units,
+
+
+
+
+
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+
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+
+
+
+
+
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+
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+
+
+
+
+
diff --git a/(HH) Mechanicum - Taghmata Army List.cat b/(HH) Mechanicum - Taghmata Army List.cat
index 1719321a..261e5d11 100644
--- a/(HH) Mechanicum - Taghmata Army List.cat
+++ b/(HH) Mechanicum - Taghmata Army List.cat
@@ -1,5 +1,5 @@
-
+
@@ -1268,7 +1268,7 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
-
+
@@ -1278,7 +1278,7 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
-
+
@@ -1288,22 +1288,22 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
-
+
-
+
-
+
-
+
@@ -1338,7 +1338,7 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
-
+
@@ -1385,11 +1385,11 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
-
+
-
+
-
+
@@ -1765,7 +1765,7 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
-
+
@@ -1810,9 +1810,14 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
-
-
-
+
+
+
+
+
+
+
+
@@ -1891,6 +1896,304 @@ Note this precludes some Rites of War and Army Lists from Centurion mode.
+
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+
@@ -19980,4 +20283,7 @@ Each lightning-blaster sentinel may target units separately from the Karacnos&ap
+
+
+
\ No newline at end of file
diff --git a/(HH) Mournival Units.cat b/(HH) Mournival Units.cat
index 2ee46d24..bc5272f2 100644
--- a/(HH) Mournival Units.cat
+++ b/(HH) Mournival Units.cat
@@ -1,5 +1,5 @@
-
+
@@ -886,64 +886,19 @@ Example 4: In a 2000 point army, a Daemon Lord is the Warlord (doesn’t count a
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@@ -955,29 +910,6 @@ Example 4: In a 2000 point army, a Daemon Lord is the Warlord (doesn’t count a
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@@ -1539,6 +1471,344 @@ Example 4: In a 2000 point army, a Daemon Lord is the Warlord (doesn’t count a
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diff --git a/(HH) Solar Auxilia - Crusade Army List.cat b/(HH) Solar Auxilia - Crusade Army List.cat
index 7a3038b2..a9dc10ef 100644
--- a/(HH) Solar Auxilia - Crusade Army List.cat
+++ b/(HH) Solar Auxilia - Crusade Army List.cat
@@ -1,5 +1,5 @@
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diff --git a/(HH) Talons of the Emperor Army List.cat b/(HH) Talons of the Emperor Army List.cat
index 1b6f6e7f..cb872dc4 100644
--- a/(HH) Talons of the Emperor Army List.cat
+++ b/(HH) Talons of the Emperor Army List.cat
@@ -1,5 +1,5 @@
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