diff --git a/2024 - Hearthkyn Salvagers.cat b/2024 - Hearthkyn Salvagers.cat
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+ 4
+ 4+
+ 3/5
+ Range 8", Piercing 1
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+ 4
+ 3+
+ 3/4
+ Range 8", Piercing Crits 1
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+ 4
+ 4+
+ 5/7
+ Brutal, Shock
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+ 2
+ 5"
+ 3+
+ 9
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+ **STRATEGIC GAMBIT**. Select one enemy operative, or up to two enemy operatives if three or more friendly **HEARTHKYN SALVAGER** operatives are incapacitated. Each of those enemy operatives gains one of your Grudge tokens.
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+ The first time an attack dice inflicts 4 or more damage on this operative during the battle, ignore that inflicted damage.
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+ 4
+ 3+
+ 4/4
+ Ceaseless, Lethal 5+, Shock
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+ Whenever this operative is fighting or retaliating:
+- Enemy operatives cannot assist.
+- If it’s incapacitated, you can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
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+ ▶ Select one enemy operative within this operative’s control range. You can move that enemy operative up to 3" to a location it can be placed. Then inflict D3+1 damage on it (even if you don’t move it); if the D3 result is a 3, also subtract 1 from that enemy operative’s APL stat until the end of its next activation. This operative can then immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.
+◆ This operative cannot perform this action unless an enemy operative is within its control range.
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+ 2
+ 5"
+ 3+
+ 8
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+ 5"
+ 3+
+ 8
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+ The first time during each turning point that another friendly HEARTHKYN SALVAGER operative would be removed from the killzone as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated.
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+ ▶ Select one friendly HEARTHKYN SALVAGER operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
+◆ This operative cannot perform this action while within control range of an enemy operative.
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+ 4
+ 4+
+ 3/5
+ Lethal 5+
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+ 2
+ 5"
+ 3+
+ 8
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+ This operative can use frag, krak, smoke and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
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+ ▶ Place one of your Utility Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Whenever an operative is within 3" of that Utility Grenade marker, its controlling player must spend 1 additional AP for that operative to perform the Pick Up Marker and mission actions.
+▶ In the Ready step of the next Strategy phase, roll one D3. Remove that Utility Grenade marker after a number of activations equal to the result have been completed, or at the end of the turning point (whichever comes first).
+◆ This operative cannot perform this action while within control range of an enemy operative.
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+ 4
+ 3+
+ 4/6
+ Range 4", Blast 1" Heavy (Reposition only), Limited 1, Piercing 1, Saturate
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+ 4
+ 4+
+ 5/6
+ Piercing 1, Beam*
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+ Whenever this operative is shooting with this weapon, each retained critical success immediately inflicts D3 damage on each other operative along one (and only one) beam line (roll separately for each operative), but the target isn’t affected. An operative is along a beam line if a targeting line can be drawn from this operative to its base, and that line crosses the base of the original target but doesn’t cross Heavy terrain.
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+ Ceaseless, Rending
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+ Ceaseless, Heavy (Reposition only), Saturate, Torrent 1"
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+ 5
+ 4+
+ 4/5
+ Ceaseless, Heavy (Reposition only), Saturate
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+ 4
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+ 3/5
+ Blast 2"
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+ 5/6
+ Piercing 1
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+ 3
+ 4+
+ 4/2
+ Devastating 3, Heavy (Dash only), Piercing 2
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+ 8"
+ 3+
+ 8
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+ Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
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+ 8
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+ ▶ **SUPPORT**. Select one other friendly **HEARTHKYN SALVAGER** operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.
+◆ This operative cannot perform this action while within control range of an enemy operative.
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+ ▶ Select one enemy operative that’s a valid target for this operative and that doesn’t have one of your System Jam tokens; it gains one. Until the end of the battle, whenever an enemy operative has one of your System Jam tokens, it cannot be activated until each enemy operative without one is expended. When an enemy operative that has one of your System Jam tokens is activated, remove that token.
+◆ This operative cannot perform this action while within control range of an enemy operative.
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+ 5"
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+ 8
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+ **STRATEGIC GAMBIT**. Place either your Attack or Defence marker in the killzone. Whenever a friendly **HEARTHKYN SALVAGER** operative is shooting against, fighting against or retaliating against an enemy operative that’s within 3" of your Attack marker, you can re-roll one of your attack dice. Whenever an enemy operative is shooting a friendly **HEARTHKYN SALVAGER** operative that’s within 3" of your Defence marker, you can re-roll one of your defence dice. In the Ready step of the next Strategy phase, remove that marker.
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+ ▶ If your Attack or Defence marker is in the killzone, remove it.
+▶ Place your Attack or Defence marker in the killzone.
+◆ This operative cannot perform this action while within control range of an enemy operative.
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+ ▶ **SUPPORT**. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly **HEARTHKYN SALVAGER** operative within 3" of this operative is shooting that enemy operative you can use this effect. If you do:
+- That friendly operative’s ranged weapons have the Seek Light weapon rule.
+- That enemy operative cannot be obscured.
+◆ This operative cannot perform this action while within control range of an enemy operative.
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+ ▶ Place your Pan Spectral Scan marker in the killzone. Whenever a friendly HEARTHKYN SALVAGER operative is shooting an enemy operative that’s within 3" of that marker, that friendly operative’s ranged weapons have the Accurate 1 and Saturate weapon rules. When this operative is next activated, is incapacitated or performs this action again (whichever comes first), remove that marker.
+◆ This operative cannot perform this action while within control range of an enemy operative.
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+ 8
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+ You can select one additional equipment option.
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+ Once during each of this operative’s activations, it can perform a mission action for 1 less AP.
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+ Whenever an enemy operative is shooting against, fighting against or retaliating against this operative, if this operative contests an objective marker or one of your mission markers, in the Resolve Attack Dice step, you can subtract 1 from the damage inflicted on it from one success.
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+ 4
+ 3+
+ 4/6
+ Lethal 5+
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+ Whenever this operative is fighting with this weapon, if it’s performed the **Charge** action during the activation, this weapon has the Brutal weapon rule.
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+ 4
+ 3+
+ 3/4
+ Range 8", Accurate 1
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+ 4
+ 3+
+ 3/4
+ Accurate 1
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+ 4
+ 3+
+ 4/5
+ Range 8"
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+ 4
+ 3+
+ 3/4
+ Piercing Crits 1
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+ 4+
+ 2/3
+ -
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+ Friendly **HEARTHKYN SALVAGER** operatives have the following melee weapon. Note that the **FIELD MEDIC** operative already has this weapon but with better stats; in that instance, use the better version.
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+ 3
+ 4+
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+ Lethal 5+
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+ Whenever a friendly **HEARTHKYN SALVAGER** operative is climbing, treat the vertical distance as 1" less (to a minimum of 2"). Note this has no effect when using ladder equipment terrain, which treats the vertical distance as 1" (but would have an effect if the operative then continued climbing another terrain feature).
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+ Friendly **HEARTHKYN SALVAGER** operatives can perform the **Pick Up Marker** action for 1 less AP, and don’t have to control the marker to do so (taking precedence over that action’s conditions – they only need to contest the marker).
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+ Once per battle, after rolling off to decide initiative, you can use this rule. If you do:
+- Add 1 to your result for each objective marker friendly **HEARTHKYN SALVAGER** operatives contest.
+- Add 1 to your result for each objective marker friendly **HEARTHKYN SALVAGER** operatives control. Note this is cumulative with the above (if they control the marker, they also contest it).
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+ Whenever an enemy operative incapacitates a friendly **HEARTHKYN SALVAGER** operative, that enemy operative gains one of your Grudge tokens for the battle. Whenever a friendly **HEARTHKYN SALVAGER** operative is shooting against, fighting against or retaliating against an enemy operative, for each of your Grudge tokens that enemy operative has, you can retain one of your normal successes as a critical success instead. Note that Grudge tokens aren’t removed when you do this.
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diff --git a/2024 - Kill Team.gst b/2024 - Kill Team.gst
index 919ed65..0267202 100644
--- a/2024 - Kill Team.gst
+++ b/2024 - Kill Team.gst
@@ -29,6 +29,7 @@
+