diff --git a/2024 - Void-dancer Troupe.cat b/2024 - Void-dancer Troupe.cat
index 0050ec4..a27bcf1 100644
--- a/2024 - Void-dancer Troupe.cat
+++ b/2024 - Void-dancer Troupe.cat
@@ -1,497 +1,485 @@
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- Keep a Tragedy tally. Whenever a friendly VOID-DANCER TROUPE operative that has an ACCOLADE rule is incapacitated, add 1 to your Tragedy tally. When your Tragedy tally reaches 3, you gain 1CP and stop that tally.
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- Once per turning point, when a friendly VOID-DANCER TROUPE operative is performing the **Shoot** action and you select a shuriken pistol or shrieker cannon (focused), you can use this rule. If you do, until the end of that action, that weapon has the Devastating 1 weapon rule.
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- Once per battle, when you activate a friendly VOID-DANCER TROUPE operative, if the friendly operative that has the PIVOTAL ROLE has been incapacitated, you can use this rule. If you do, that activated operative has the PIVOTAL ROLE for the battle.
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- Once per turning point, when a friendly VOID-DANCER TROUPE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead
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- 3
- 7"
- 4+
- 9
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- Once per battle STRATEGIC GAMBIT. If this operative is in the killzone, change the ALLEGORY you selected for your kill team. Note that the ACCOLADE rule friendly operatives have will also change.
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- 3
- 7"
- 4+
- 8
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- Once per turning point, you can use this rule. If you do, you can use a firefight ploy for 0CP if this is the specified VOID-DANCER TROUPE operative (including Command Re-roll if the attack or defence dice was rolled for this operative). You cannot select the same firefight ploy for this rule more than once per battle.
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- 3
- 7"
- 4+
- 9
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- 5
- 3+
- 4/5
- Rending, Heavy (Reposition only), Humbling Cruelty*
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- 5
- 3+
- 4/5
- Rending, Heavy (Dash only), Torrent 2", Humbling Cruelty*
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- If the target of this weapon isn’t incapacitated but any of your attack dice inflict damage, the target gains one of your Humbling Cruelty tokens (if it doesn’t already have one). Whenever an enemy operative has one of your Humbling Cruelty tokens, worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This isn’t cumulative with being injured. At the end of that enemy operative’s next activation, remove its Humbling Cruelty token.
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- 4
- 3+
- 3/4
- Rending
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- 3
- 7"
- 4+
- 9
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- ▶ PSYCHIC. Select one ready enemy operative visible to this operative and roll one D6. Until the end of the turning point, that enemy operative cannot be activated or perform actions until it's the last enemy operative to be activated, or until your opponent has activated a number of enemy operatives after this action equal to the result of the D6 (whichever comes first). ◆ This operative cannot perform this action while within control range of an enemy operative.
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- ▶ PSYCHIC. Select one enemy operative that’s a valid target for this operative. Both players roll five D6. Pair your dice with your opponent’s dice based on matching results. For each matching pair, inflict D3 damage on that enemy operative (to a maximum of 8). For example, if you rolled 6, 5, 5, 4, 2, 1 and your opponent rolled 6, 5, 4, 4, 3, 1, you would inflict 4D3 damage on that enemy operative.
-◆ This operative cannot perform this action while within control range of an enemy operative.
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- 4
- 3+
- 4/4
- Shock
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- Whenever an operative is shooting a friendly VOID-DANCER TROUPE operative, ignore the Piercing weapon rule.
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-Whenever a friendly VOID-DANCER TROUPE operative is climbing, treat the vertical distance as 1" (regardless of how far the operative actually moves vertically).
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-Friendly VOID-DANCER TROUPE operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).
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- As a STRATEGIC GAMBIT in the first turning point, you must select an ALLEGORY (Epic or Melodrama below) for your kill team for the battle, and one friendly VOID-DANCER TROUPE operative to have the PIVOTAL ROLE for the battle. Whenever a friendly operative has the PIVOTAL ROLE, it has the ACCOLADE rule of your ALLEGORY for the battle.
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-As a STRATEGIC GAMBIT in each subsequent turning point, you can select one friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.
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-Once per turning point, when a friendly operative that has the PIVOTAL ROLE completes the performance of your ALLEGORY, you can select a friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.
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-Epic
-Performance: The operative incapacitates an enemy operative while fighting or retaliating.
-Accolade: The operative’s melee weapons have the Balanced weapon rule.
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-Melodrama
-Performance: The operative incapacitates an enemy operative while shooting.
- Accolade: The operative’s ranged weapons have the Balanced weapon rule.
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- 4
- 3+
- 3/4
- Range 8", Rending
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- 4
- 3+
- 4/5
- Range 8", Piercing 1, Stun
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- 4
- 3+
- 5/3
- Range 3", Devastating 3, Piercing 2
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- 5
- 3+
- 4/5
- Severe
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- 5
- 3+
- 4/5
- Rending
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- 5
- 3+
- 4/5
- Brutal
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- 5
- 3+
- 3/7
- -
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- 5
- 3+
- 4/6
- Lethal 5+
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+
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+ Keep a Tragedy tally. Whenever a friendly VOID-DANCER TROUPE operative that has an ACCOLADE rule is incapacitated, add 1 to your Tragedy tally. When your Tragedy tally reaches 3, you gain 1CP and stop that tally.
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+ Once per turning point, when a friendly VOID-DANCER TROUPE operative is performing the **Shoot** action and you select a shuriken pistol or shrieker cannon (focused), you can use this rule. If you do, until the end of that action, that weapon has the Devastating 1 weapon rule.
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+ Once per battle, when you activate a friendly VOID-DANCER TROUPE operative, if the friendly operative that has the PIVOTAL ROLE has been incapacitated, you can use this rule. If you do, that activated operative has the PIVOTAL ROLE for the battle.
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+ Once per turning point, when a friendly VOID-DANCER TROUPE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 7"
+ 4+
+ 9
+
+
+
+
+ Once per battle STRATEGIC GAMBIT. If this operative is in the killzone, change the ALLEGORY you selected for your kill team. Note that the ACCOLADE rule friendly operatives have will also change.
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+
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+ 3
+ 7"
+ 4+
+ 8
+
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+
+
+ Once per turning point, you can use this rule. If you do, you can use a firefight ploy for 0CP if this is the specified VOID-DANCER TROUPE operative (including Command Re-roll if the attack or defence dice was rolled for this operative). You cannot select the same firefight ploy for this rule more than once per battle.
+
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+
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+ 3
+ 7"
+ 4+
+ 9
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Rending, Heavy (Reposition only), Humbling Cruelty*
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Rending, Heavy (Dash only), Torrent 2", Humbling Cruelty*
+
+
+
+
+ If the target of this weapon isn’t incapacitated but any of your attack dice inflict damage, the target gains one of your Humbling Cruelty tokens (if it doesn’t already have one). Whenever an enemy operative has one of your Humbling Cruelty tokens, worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This isn’t cumulative with being injured. At the end of that enemy operative’s next activation, remove its Humbling Cruelty token.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Rending
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+
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+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 7"
+ 4+
+ 9
+
+
+
+
+ ▶ PSYCHIC. Select one ready enemy operative visible to this operative and roll one D6. Until the end of the turning point, that enemy operative cannot be activated or perform actions until it's the last enemy operative to be activated, or until your opponent has activated a number of enemy operatives after this action equal to the result of the D6 (whichever comes first). ◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+ ▶ PSYCHIC. Select one enemy operative that’s a valid target for this operative. Both players roll five D6. Pair your dice with your opponent’s dice based on matching results. For each matching pair, inflict D3 damage on that enemy operative (to a maximum of 8). For example, if you rolled 6, 5, 5, 4, 2, 1 and your opponent rolled 6, 5, 4, 4, 3, 1, you would inflict 4D3 damage on that enemy operative.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/4
+ Shock
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
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+ Whenever an operative is shooting a friendly VOID-DANCER TROUPE operative, ignore the Piercing weapon rule.
+
+
+Whenever a friendly VOID-DANCER TROUPE operative is climbing, treat the vertical distance as 1" (regardless of how far the operative actually moves vertically).
+
+
+Friendly VOID-DANCER TROUPE operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).
+
+
+
+
+ As a STRATEGIC GAMBIT in the first turning point, you must select an ALLEGORY (Epic or Melodrama below) for your kill team for the battle, and one friendly VOID-DANCER TROUPE operative to have the PIVOTAL ROLE for the battle. Whenever a friendly operative has the PIVOTAL ROLE, it has the ACCOLADE rule of your ALLEGORY for the battle.
+
+
+As a STRATEGIC GAMBIT in each subsequent turning point, you can select one friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.
+
+
+Once per turning point, when a friendly operative that has the PIVOTAL ROLE completes the performance of your ALLEGORY, you can select a friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.
+
+
+Epic
+Performance: The operative incapacitates an enemy operative while fighting or retaliating.
+Accolade: The operative’s melee weapons have the Balanced weapon rule.
+
+
+Melodrama
+Performance: The operative incapacitates an enemy operative while shooting.
+ Accolade: The operative’s ranged weapons have the Balanced weapon rule.
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/4
+ Range 8", Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Range 8", Piercing 1, Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/3
+ Range 3", Devastating 3, Piercing 2
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Severe
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Rending
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/5
+ Brutal
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 3/7
+ -
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3+
+ 4/6
+ Lethal 5+
+
+
+
+
+
+
+
+
+
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+
+
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+
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+