diff --git a/WarmaHordes.gst b/WarmaHordes.gst
index b49ed71..114708a 100644
--- a/WarmaHordes.gst
+++ b/WarmaHordes.gst
@@ -9,165 +9,181 @@
-
+
-
-
-
-
-
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
- Bonejack, Helljack, Myrmidon and Vector are names given by different factions but are all warjacks.
+
-
-
-
-
-
-
-
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
-
+
+
+
+
+
+
+
+
-
- Bonejack, Helljack, Myrmidon and Vector are names given by different factions but are all warjacks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -187,18 +203,6 @@
-
-
-
-
-
-
-
-
-
-
-
-
@@ -371,5 +375,48 @@ Damage Roll = 2d6 + POW of Mount.
A warjack hit by this attack loses its focus points and cannot channel spells or gain focus by any means, including by being allocated focus, for one round.
+
+ - Damage grid: boxes are marked on a random column, if it's full continue on the next column, if column 6 is filled continue recording damages at the first comlumns ; weapon/system on a location is crippled if all the corresponding boxes are marked in the grid.
+- Crippling systems: A (lose Arc node advantage) ; C (lose focus and cant gain/spend focus) ; M (DEF to 5, can't run/charge/slam/trample) ; G (can't spend focus to remove damage from its force field) ; H/L/R (1 fewer die on attack/damage rolls with this weapon, can't make power/special/chain/combo attack with this weapon, loses buckler/shield quality of this weapon).
+- Cortex: can gain/spend focus (maximum 3), unless this system is crippled.
+- Power up: gain 1 focus point during control phase if within its controller's control range, unless its cortex is crippled.
+- Focus: can spend focus to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Shake effect (knocked down/stationary/effect).
+- Inert: if a warjack loses its battlegroup commander, it becomes Inert (lose fury, DEF to 5, spells expire, can't be forced/use animus/frenzy/engage/be engaged/activate/advance/attack, lose buckler/shield, ). A friendly controller can take control of it by spending a focus forfeiting its combat action while being B2B.
+- Autonomous: if a warjack loses its 'Jack Marshall, it becomes Autonomous (acts normaly but without focus and any benefit of'Jack Marshall/Battlegroup). A friendly controller/marshall can take control of it by spending a focus forfeiting its combat action while being B2B.
+
+Note: Bonejack, Helljack, Myrmidon and Vector are names given by different factions but are all warjacks.
+
+
+ - Life spiral: boxes are marked on a random branch, if it's full continue on the next branch, if branch 6 is filled continue recording damages at the first comlumns ; aspect is crippled if all the corresponding boxes are marked in the spiral.
+- Crippling aspects: Body (1 fewer die on damage rolls) ; Mind (1 fewer die on attack rolls, can't make power/special/chain attack) ; Spirit (can't be forced)
+- Construct: a warbeast with Construct never make threshold check and can't be healed.
+- Fury: can be forced (maximum FURY) if within its controller's control range, unless its spirit is crippled to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Shake effect (knocked down/stationary/effect) ; Rile.
+- Frenzy: during control phase, after leeching fury and upkeeping spell, the warbeast with fury must success a threshold check (2D6+fury<=THR) or frenzy (immediatly activates, shakes effects, ignores forfeiting effects, immediatly charges the closest model in LoS, makes one attack against the charged model with highest POW melee weapon in range with boosted attack roll if move >3", boosts attack/damage rolls, can't aasault ranged/additional attacks, ends frenzy and removes all its fury ; can't be activated later this turn).
+- Wild: if a warbeast loses its battlegroup commander, it becomes Wild (lose fury, DEF to 5, spells expire, can't be forced/use animus/frenzy/engage/be engaged/activate/advance/attack, lose buckler/shield, ). A friendly controller can take control of it by spending a fury forfeiting its combat action while being B2B.
+
+
+ - Battlegroup commander: can allocate focus (maximum 3) to warjacks of its battlegroup within control range (2*FOC) and cast spell through their Arc node.
+- Focus: replenish its focus up to FOC during control phase ; can spend focus to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Shake effect (knocked down/stationary/effect) ; Cast spell(s) ; Remove 1 damage it suffered per spent focus.
+- Power field: can immediatly spend 1 focus to reduce received damage by 5 (still considered damaged).
+- Feat: can use its Feat once per game, at any time unless it runs.
+- Destroyed: all its spells expire and its warjacks become inert.
+
+
+ - Battlegroup commander: can force/leech warbeasts of its battlegroup within control range (2*FUR) and cast their animi.
+- Fury: begins the game with FUR furies ; can leech fury from its warbeasts up to FUR during control phase ; can spend fury to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Shake effect (knocked down/stationary/effect) ; Cast spell and its warbeasts' animi within control range ; Heal himself or its warbeast within control range by 1 damage per spent fury ; Discard any number of fury from itself.
+- Spirit bond: can gain 1 fury after leeching for each >=medium-based warbeast of its battlegroup that has been destroyed.
+- Reaving: can reave furies from its warbeasts within its control range when they are destoryed (not by friendly attack/effect).
+- Transfering damage: can immediatly spend 1 focus to reduce received damage by 5 (still considered damaged).
+- Feat: can use its Feat once per game, at any time unless it runs.
+- Destroyed: all its spells expire and its warjacks become inert.
+
+
+ - Components: all models in a unit are troopers, including unit commander (leader/officer) and grunts.
+- Field promotion: when an officer is removed from play, the leader becomes the unit commander ; not during opponent's turn, when the leader is removed from play, a grunt becomes the new leader and forfeits its combat action this turn.
+- Formation: troopers must be within their unit commander's command range in order to receive his orders, attack (inc. free strike), make special action, benefit from spells/special rules effect ; if not in formation at the begining of its unit activation, a trooper must use its movement toward its unit commander.
+- Spell/Effect: any spell/effect targeting e model/unit affects all the unit if a trooper is hit (except firendly spells out of formation).
+- Orders: unit commander can issue 1 order at the begining of its unit's activation ; all troopers in formation are affected by the order, unless they can't receive it for some reason (then they can advance and make combat action normally) ; any unit commander can issue Press forward order (run/charge), some have special order (cf. card).
+- Attachment: can have 1 command attachment ; can have up to 3 weapon attachments.
+
\ No newline at end of file