diff --git a/2024 - Angels of Death.cat b/2024 - Angels of Death.cat
index fdc54b8..4bfce07 100644
--- a/2024 - Angels of Death.cat
+++ b/2024 - Angels of Death.cat
@@ -50,18 +50,17 @@
+
-
-
@@ -98,9 +97,6 @@
-
-
-
@@ -134,14 +130,8 @@
-
-
-
-
-
-
@@ -184,9 +174,6 @@
-
-
-
@@ -210,13 +197,10 @@
-
-
-
-
+
4
3+
@@ -229,9 +213,6 @@
-
-
-
@@ -244,14 +225,8 @@
-
-
-
-
-
-
@@ -280,9 +255,6 @@
-
-
-
@@ -308,9 +280,6 @@
-
-
-
@@ -323,45 +292,42 @@
- This operative’s melee weapons have the Rending weapon rule.
+
- Whenever this operative is shooting during an activation in which it hasn’t performed the **Charge**, **Fall Back** or **Reposition** action, its bolt weapons have the Severe weapon rule.
+
- Once per sequence, whenever this operative is fighting or retaliating:
-- One of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
-- One of your critical successes can block two unresolved normal successes (instead of one critical success).
+
- - This operative can perform the **Fall Back** action for 1 less AP.
-- This operative can perform the **Charge** action while within control range of an enemy operative, and can leave that operative’s control range to do so (but then normal requirements for that move apply).
+
- Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
+
- You can ignore any changes to this operative’s APL stat.
+
- Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
+
- This operative’s ranged weapons have the Saturate weapon rule.
+
@@ -399,18 +365,20 @@
-
+
-
+
+
-
+
+
@@ -420,9 +388,9 @@
-
+
@@ -459,16 +427,8 @@
-
-
-
-
-
-
-
-
-
-
+
+
@@ -486,9 +446,9 @@
-
+
-
+
4
2+
@@ -502,9 +462,6 @@
-
-
-
@@ -565,9 +522,9 @@
-
+
@@ -575,19 +532,21 @@
-
+
-
+
+
-
+
+
@@ -611,10 +570,10 @@
-
-
+
+
@@ -629,12 +588,14 @@
-
+
+
-
+
+
@@ -643,10 +604,10 @@
-
+
@@ -672,7 +633,8 @@
-
+
+
@@ -744,14 +706,15 @@
-
+
-
+
+
@@ -800,10 +763,10 @@
-
+
@@ -818,7 +781,8 @@
-
+
+
@@ -870,10 +834,10 @@
-
-
+
+
@@ -888,7 +852,8 @@
-
+
+
@@ -928,7 +893,6 @@
-
@@ -969,7 +933,6 @@
-
@@ -978,7 +941,6 @@
-
@@ -1048,13 +1010,4 @@
-
-
- During each friendly **ANGEL OF DEATH** operative’s activation, it can perform either two **Shoot** actions or two **Fight* actions. If it’s two **Shoot** actions, a bolt weapon must be selected for at least one of them, and if it’s a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.
-Each friendly **ANGEL OF DEATH** operative can counteract regardless of its order.
-
-
- When selecting your kill team, select a primary and secondary **CHAPTER TACTIC** for friendly **ANGEL OF DEATH** operatives to gain for the battle. Multiple instances of the same **CHAPTER TACTIC** are not cumulative.
-
-
diff --git a/2024 - Corsair Voidscarred.cat b/2024 - Corsair Voidscarred.cat
new file mode 100644
index 0000000..bbaeb3c
--- /dev/null
+++ b/2024 - Corsair Voidscarred.cat
@@ -0,0 +1,1044 @@
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Range 8", Rending
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 2/3
+ -
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/6
+ Lethal 5+
+
+
+
+
+
+
+
+
+
+
+ Whenever a friendly **CORSAIR VOIDSCARRED** operative is shooting with a shuriken rifle or ranger long rifle during an activation in which it hasn’t performed the **Charge**, **Fall Back** or **Reposition** action, that weapon has the Accurate 1 weapon rule. Note that operative isn’t restricted from performing those actions after shooting.
+
+
+ Each friendly **CORSAIR VOIDSCARRED** operative can perform a free **Dash** action during their activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Range 8", Piercing 1, Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 9
+
+
+
+
+ This operative can perform a 1AP action for free during their activation as a result of the Aeldari Raiders rule (instead of the **Dash** action).
+
+
+
+
+ Once per battle, after an enemy operative performs an action during its activation, if this operative is ready, you can use this rule. If you do, roll one D6: if the result is higher than that enemy operative’s APL stat, you can interrupt that activation and immediately perform either a free **Shoot** or a free **Fight** action with this operative, but other enemy operatives cannot be selected as a valid target or to fight against during that action (note that secondary targets from the Blast weapon rule can still be targeted). After you perform that action, subtract 1 from this operative’s APL stat until the end of its next activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+
+
+
+
+ 4
+ 2+
+ 3/3
+ Devastating 3, Heavy, Silent
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+ Whenever an operative is shooting this operative:
+- Ignore the Saturate weapon rule.
+- If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Piercing 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Rending, Torrent 2"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Heavy (**Dash** only), Rending
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Heavy (**Dash** only), Rending, Torrent 1"
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Devastating 4, Heavy (**Dash** only), Piercing 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+ This operative can perform the **Dash** action during an activation in which it performed the **Charge** action, but can only use any remaining move distance it had from that **Charge** action (to a maximum of 3").
+
+
+
+
+ Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/6
+ Ceaseless, Lethal 5+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+ The first time during each turning point that this operative is retaliating, if it hasn’t used its Faolchú ranged weapon during this turning point, in the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
+
+
+
+
+ **STRATEGIC GAMBIT**. Select one enemy operative within 9" of this operative. Once during this turning point, after that enemy operative performs an action in which it moves during its activation, you can interrupt that activation to use this rule. If you do, this operative can immediately perform either a free **Reposition** action (it cannot end that move further from that enemy operative), or a free **Charge** action (you can change its order to do so, and it must end that move within control range of that enemy operative).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 1/2
+ Rending, Saturate, Seek Light, Silent
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+ Whenever this operative performs the **Charge**, **Fall Back** or **Reposition** action, it can warp jump. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within 7" of its original location, measuring the horizontal distance only (in Killzone: Gallowdark, this distance can be measured through walls). 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.
+
+
+
+
+ Whenever this operative performs the **Reposition** action with a warp jump (see Blink Pack), you can use this rule. If you do, after it moves, draw an imaginary line 1mm in diameter and up to 7" long between it and its previous location. Note this doesn’t have to be a straight line. Inflict D3+2 damage on one enemy operative that line crosses. A 28mm round marker can be temporarily placed underneath this operative before it moves to help determine this.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 2/4
+ Range 6", Silent
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Ceaseless, Lethal 5+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+ ▶ **PSYCHIC**. Select one other friendly **CORSAIR VOIDSCARRED** 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.
+
+
+
+
+ ▶ **PSYCHIC**. Select one friendly **CORSAIR VOIDSCARRED** operative visible to and within 6" of this operative. That operative regains 2D3 lost wounds.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+ This operative can perform the **Shoot** action while within control range of an enemy operative. If it does, when selecting a valid target, you can only select an enemy operative within this operative’s control range, and can do so even if other friendly operatives are within that enemy operative’s control range.
+
+
+
+
+ ▶ Perform two free **Shoot** actions with this operative (this takes precedence over action restrictions). You must select its fusion pistol for one action and its shuriken pistol for the other (in any order).
+◆ This operative cannot perform this action while it has a Conceal order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/3
+ Range 3", Devastating 3, Piercing 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+ You can use the Capricious Flight and Light Fingers firefight ploys for 0CP each if a friendly **WARRIOR** operative is the specified **CORSAIR VOIDSCARRED** operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 7"
+ 4+
+ 8
+
+
+
+
+ ▶ **PSYCHIC**. Select two friendly **CORSAIR VOIDSCARRED** operatives visible to and within 5" of this operative. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions). If one of them performed the **Charge**, **Fall Back** or **Reposition** action during this turning point and the other is ready, the other cannot perform any of those actions in its activation during this turning point.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+ ▶ **PSYCHIC**. Select one friendly **CORSAIR VOIDSCARRED** operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), the first time an attack dice inflicts damage on that friendly operative, ignore that inflicted damage.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 1/2
+ **PSYCHIC**, Severe, Silent, Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/3
+ **PSYCHIC**, 2" Devastating 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ **PSYCHIC**, Shock
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Whenever an operative is shooting a friendly **CORSAIR VOIDSCARRED** operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly **CORSAIR VOIDSCARRED** operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.
+
+
+
+
+
+
+
+
+
+
+
+ Once per turning point, when an operative is shooting a friendly **CORSAIR VOIDSCARRED** operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
+
+
+
+
+
+
+
+
+
+
+
+ Once per turning point, when a friendly **CORSAIR VOIDSCARRED WAY SEEKER** or **CORSAIR VOIDSCARRED SOUL WEAVER** operative is performing a **PSYCHIC** unique action (excluding **Warp Fold**), you can use this rule. If you do, until the end of that action, add 3" to its distance requirement. Note this has no effect on **PSYCHIC** weapons (e.g. the Devastating distance requirement of lightning strike).
+
+
+
+
+
+
+
+
+
+
+
+ **STRATEGIC GAMBIT**. Roll one D3: if the result is higher than the number of the current turning point, you gain 1CP and cannot use this **STRATEGIC GAMBIT** for the rest of the battle.
+
+
+
+
+
+
+
+
diff --git a/2024 - Kill Team.gst b/2024 - Kill Team.gst
index 921c997..5f4b5af 100644
--- a/2024 - Kill Team.gst
+++ b/2024 - Kill Team.gst
@@ -13,6 +13,11 @@
+
+
+
+
+
diff --git a/2024 - Kommandos.cat b/2024 - Kommandos.cat
index 55cd48a..12fc12d 100644
--- a/2024 - Kommandos.cat
+++ b/2024 - Kommandos.cat
@@ -96,9 +96,6 @@
-
-
-
@@ -111,9 +108,6 @@
-
-
-
@@ -619,8 +613,7 @@ The rules for these actions are found in universal equipment. Performing these
2
- 6"
-
+ 6"
5+
10
@@ -768,47 +761,47 @@ The rules for these actions are found in universal equipment. Performing these
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
@@ -841,11 +834,6 @@ The rules for these actions are found in universal equipment. Performing these
-
-
- Friendly **KOMMANDO** operatives (excluding **BOMB SQUIG** and **GROT**) have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version.
-
-
3
@@ -861,11 +849,6 @@ The rules for these actions are found in universal equipment. Performing these
-
-
- Once per turning point, a friendly **KOMMANDO** operative (excluding **BOMB SQUIG** and **GROT**) can use the following ranged weapon:
-
-
4
@@ -886,11 +869,6 @@ The rules for these actions are found in universal equipment. Performing these
-
-
- Once per battle, a friendly **KOMMANDO** operative (excluding **BOMB SQUIG** and **GROT**) can use the following ranged weapon:
-
-
5
diff --git a/2024 - Scout Squad.cat b/2024 - Scout Squad.cat
new file mode 100644
index 0000000..268eb42
--- /dev/null
+++ b/2024 - Scout Squad.cat
@@ -0,0 +1,658 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ⌖
+ ⚔
+ ▶
+ ◆
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Whenever an operative is shooting a friendly **SCOUT SQUAD** operative (excluding **SNIPER**), if you can retain any cover saves, you can retain one additional cover save. This isn’t cumulative with improved cover saves from Vantage terrain.
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/5
+ -
+
+
+
+
+ 4
+ 3+
+ 4/5
+ -
+
+
+
+
+
+
+
+
+
+
+
+ Whenever a friendly **SCOUT SQUAD HEAVY GUNNER** operative is shooting with a heavy bolter or missile launcher, if it hasn’t moved during the activation, or if it’s a counteraction, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Note that operative isn’t restricted from moving after shooting.
+
+
+
+
+
+
+
+
+
+
+
+ Once per turning point, when a friendly **SCOUT SQUAD** operative is performing the **Shoot** action and you’re selecting a valid target, you can use this rule. If you do, until the end of that action, that friendly operative’s ranged weapons have the Saturate weapon rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3+
+ 3/4
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Range 8"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 4/4
+ Range 6"
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 6"
+ 4+
+ 11
+
+
+
+
+ Once during each of this operative’s activations, you can select one other friendly **SCOUT SQUAD** operative visible to it. Until the end of that operative’s next activation, add 1 to its APL stat.
+
+
+
+
+ During this operative’s activation, it can perform either two **Shoot** actions or two **Fight** actions. If it’s two **Shoot** actions, an Astartes shotgun, bolt pistol or boltgun must be selected for at least one of them. This operative can counteract regardless of its order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Heavy (**Dash** only), Piercing Crits 1
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Heavy (**Dash** only), Piercing Crits 1, Torrent 1"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/5
+ Blast 2", Heavy (**Dash** only)
+
+
+
+
+ 4
+ 3+
+ 5/7
+ Heavy (**Dash** only), Piercing 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 10
+
+
+
+
+ Whenever this operative is climbing, treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
+
+
+
+
+ Whenever this operative performs the **Charge** action during its activation, if it climbs, drops, jumps or its base moves underneath Vantage terrain during that action, its melee weapons have the Lethal 3+ weapon rule until the end of that activation.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 10
+
+
+
+
+ Whenever an operative is shooting this operative:
+- Ignore the Saturate weapon rule.
+- If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
+
+
+
+
+ ▶ Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ -
+
+
+
+
+ 4
+ 2+
+ 3/3
+ Devastating 3, Heavy, Silent
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 10
+
+
+
+
+ ▶ Select one expended enemy operative within 8" of this operative. Until the end of the turning point, whenever a friendly **SCOUT SQUAD** operative is shooting that enemy operative, that friendly operative’s ranged weapons have the Seek Light weapon rule.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+ ▶ Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever a friendly **SCOUT SQUAD** operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured; if that friendly operative is a **SNIPER** that’s currently benefitting from the effects of its **Optics** action, its ranged weapons also have the Seek Light weapon rule.
+◆ This operative cannot perform this action while within control range of an
+enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 10
+
+
+
+
+ You can do each of the following once per turning point:
+- One friendly **SCOUT SQUAD WARRIOR** operative can perform the **Smoke Grenade** action.
+- One friendly **SCOUT SQUAD WARRIOR** operative can perform the **Stun Grenade** action.
+The rules for these actions are found in universal equipment. Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).
+
+
+
+
+
+
+
+ At the end of the Set Up Operatives step, you can select and resolve up to five Forward Scouting options. Each option has a number in brackets, which is the maximum number of times you can select and resolve it for the battle. For example, your five selections could be Reposition (2), Trip Alarm (1), Booby Trap (1) and Diversion (1). If both players have this rule, alternate resolving selection by selection, starting with the player that has initiative.
+
+
+
+
+
+
+
+
+
+
diff --git a/2024 - Tempestus Aquilons.cat b/2024 - Tempestus Aquilons.cat
index 77bc978..729df6f 100644
--- a/2024 - Tempestus Aquilons.cat
+++ b/2024 - Tempestus Aquilons.cat
@@ -69,7 +69,7 @@
-
+
@@ -772,11 +772,6 @@
-
-
-
- Friendly **TEMPESTUS AQUILON** operatives (excluding SERVO-SENTRY) have the Tempestus dagger melee weapon.
-
-
diff --git a/2024 - Vespid Stingwings.cat b/2024 - Vespid Stingwings.cat
index e6cc073..90cf1cc 100644
--- a/2024 - Vespid Stingwings.cat
+++ b/2024 - Vespid Stingwings.cat
@@ -124,7 +124,7 @@
-
+
@@ -390,7 +390,6 @@
-
@@ -451,28 +450,28 @@
-
+
-
+
-
+
-
+
-
+