diff --git a/Cygnar_Reckoning(2015).cat b/Cygnar_Reckoning(2015).cat
index 2aff239..0277f52 100644
--- a/Cygnar_Reckoning(2015).cat
+++ b/Cygnar_Reckoning(2015).cat
@@ -696,7 +696,7 @@ Stealth . While its controlling warcaster is B2B with this model, that warcaster
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@@ -706,6 +706,12 @@ Stealth . While its controlling warcaster is B2B with this model, that warcaster
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@@ -837,6 +843,9 @@ Stealth . While its controlling warcaster is B2B with this model, that warcaster
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@@ -1187,7 +1196,60 @@ Stealth . While its controlling warcaster is B2B with this model, that warcaster
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+ Warjacks: Lancers, Cygnar non-character warjacks with Immunity: Electricity, Thunderhead
@@ -1199,6 +1261,39 @@ Solos: Journeyman Warcaster, Cygnar solos with Immunity: Electricity
Battle Engines: Storm Strider
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+ After deployment but before the start of the game, you can pJace any number of your Stormwalls' Lightning Pods anywhere within 20" of the rear edge of your deployment zone.
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+ Your deployment zone is extended 2" forward.
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+ During your first Control Phase of the game, warjacks in Nemo's battlegroup are each allocated 1 focus point.
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@@ -1688,6 +1783,9 @@ Snipe -This attack gains +4 RNG.
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@@ -2094,6 +2192,47 @@ Solos: Arcane Tempest Solos
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@@ -2104,6 +2243,39 @@ Units: Trencher Commandos, Trencher Infantry
Solos: Non-character Trencher solos
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+ For every two Trencher units, place one wall template anywhere within 20" of the back edge of Caine's deployment zone after terrain has been placed but before either player deploys his army. Walls cannot be placed within 3" of another terrain feature, including another wall template. The walls are linear obstacles that grant cover.
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+ Models in this army gain Pathfinder during your first turn of the game.
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+ Warjacks controlled by Trencher 'Jack Marshals gain Advance Deployment.
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@@ -2800,7 +2972,7 @@ Power Booster (*Action) - RNG 5. Target friendly Faction warjack. If the target
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@@ -2813,7 +2985,7 @@ Power Booster (*Action) - RNG 5. Target friendly Faction warjack. If the target
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@@ -2827,7 +2999,7 @@ Power Booster (*Action) - RNG 5. Target friendly Faction warjack. If the target
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@@ -4654,7 +4826,7 @@ Solos: Journeyman Warcaster, Stormblade solos
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@@ -4667,7 +4839,7 @@ Solos: Journeyman Warcaster, Stormblade solos
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@@ -4684,28 +4856,124 @@ Solos: Journeyman Warcaster, Stormblade solos
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+ Warjacks: Cygnar non-character warjacks
@@ -4717,6 +4985,17 @@ Solos: Lieutenant Allison Jakes, Squire, Stormsmith solos, Trencher solos
Battle Engines: Storm Strider
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+ Trencher models/units in the army gain Pathfinder during the first round of the game
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@@ -4841,7 +5120,46 @@ Battle Engines: Storm Strider
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+ Warjacks: Cygnar non-character warjacks, Gallant
@@ -4851,6 +5169,17 @@ Units: Sword Knights, Field Mechaniks, Morrowan units
Solos: Journeyman Warcaster, Archduke Alain Runewood, Morrowan solos
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+ Heavy warjacks in Blaize's battlegropu without ranged weapons gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
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@@ -6706,7 +7035,11 @@ with Damage Type: Electricity. Attack rolls can be rerolled only once as a resul
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@@ -6951,6 +7284,9 @@ with Damage Type: Electricity. Attack rolls can be rerolled only once as a resul
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@@ -8084,6 +8420,9 @@ Solos: Journeyman Warcaster, Squire, Stormsmith solos
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@@ -9750,7 +10111,7 @@ Snipe - This attack gains +4 RNG.
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@@ -10148,7 +10509,7 @@ Snipe - This attack gains +4 RNG.
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@@ -10602,7 +10963,7 @@ Solos: Arcane Tempest Solos
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@@ -10708,6 +11081,9 @@ Solos: Arcane Tempest Solos
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@@ -11022,7 +11398,46 @@ control area can advance up to 3" and then can make one normal melee attack
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+ Warjacks: Cygnar non-character heavy and colossal warjacks wiht SPD 5 or greater, Ol' Rowdy
@@ -11034,6 +11449,17 @@ Solos: Storm Knight solos, Arcane Tempest solos
Battle Engine: Storm Strider
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+ Models/units in the army gain Pathfinder during your first turn of the game.
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@@ -11803,7 +12229,7 @@ Solos: Captain Arlan Strangewayes, Journeyman Warcaster, Lieutenant Allison Jake
- The next time each enemy model suffers damage while in Siege's control area, halve its base when calculating damage from the damage roll. Breach lasts for one turn.
+ The next time each enemy model suffers damage while in Siege's control area, halve its base ARM when calculating damage from the damage roll. Breach lasts for one turn.
@@ -12389,6 +12815,50 @@ Units: Field Mechaniks, Trencher units
Solos: Trencher solos
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+ You can redeploy one Trencher model/unit after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially.
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+ You gain +1 on your starting roll for the game.
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+ For each Trencher Commando or Trencher Infantry unit, place one trench template anywhere completely within 20" of the back edge of Haley's deployment zone after terrain has been placed but before either player deploys his army. Trench templates cannot be placed within 3" of a terrain feature but can be placed within 3" of each other.
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+ Your deployment is extended 2" forward.
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@@ -12403,6 +12873,68 @@ Solos: Trencher solos
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@@ -12415,6 +12947,28 @@ Solos: Stormcaller, Arcane Tempest solos, Arlan Strangewayes, Stormblade solos
Battle Engines: Storm Strider
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+ For each Field Mechanik unit in the army 1 Storm Strider gains Advance Move.
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+ Each Warjack in Haley's battegroup is automatically allocated 1 focus point at the start of your first Control Phase. This focus is in addition to any points Haley allocates.
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@@ -12473,50 +13027,6 @@ models/ units activate at the start of their controller's next Activation P
One r,on-character warjack in HaJey's battJegroup can begin the game bonded to her. If this warjack begins its activation in Haley's control area, it gains +2" movement that activation.
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- You can redeploy one Trencher model/unit after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially.
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- You gain +1 on your starting roll for the game.
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- For each Trencher Commando or Trencher Infantry unit, place one trench template anywhere completely within 20" of the back edge of Haley's deployment zone after terrain has been placed but before either player deploys his army. Trench templates cannot be placed within 3" of a terrain feature but can be placed within 3" of each other.
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@@ -15561,7 +16128,19 @@ models/ units activate at the start of their controller's next Activation P
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+ Storm Stiders begin the game with 3 power tokens.
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@@ -17011,7 +17673,7 @@ this model cannot use Activate Lightning Pod.
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@@ -17544,6 +18218,9 @@ Electro Leap – When a model is hit with this weapon, you can have lightning ar
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@@ -19334,6 +20057,12 @@ Electro Leap – When a model is hit with this weapon, you can have lightning ar
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@@ -20256,6 +20985,9 @@ the AOE.
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@@ -20586,6 +21318,25 @@ models. The lightning arcs to the nearest model it has not already arced to with
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@@ -20651,7 +21402,7 @@ models. The lightning arcs to the nearest model it has not already arced to with
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@@ -20659,6 +21410,26 @@ models. The lightning arcs to the nearest model it has not already arced to with
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+ Warjacks gain +2 SPD during your first turn of the game.
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@@ -21664,6 +22435,27 @@ intervening models completely within the AOE.
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@@ -22392,6 +23184,18 @@ melee attack.
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@@ -24852,6 +25656,29 @@ ROF. Temporal Acceleration can be cast only once per turn.
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@@ -25371,7 +26198,24 @@ Snare can be cast only once per tum.
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+ This model gains an additional die to its melee and ranged damage rolls against warjacks.
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When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
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+ Precursor Knight and Sword Knight units gain +2 SPD during your first turn of the game.
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+ Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.