diff --git a/Dark Angels - Codex.cat b/Dark Angels - Codex.cat
index 3e6b1cf3..243062b4 100644
--- a/Dark Angels - Codex.cat
+++ b/Dark Angels - Codex.cat
@@ -10856,18 +10856,12 @@ Immediatly after determining Warlord Traits, tell your opponent which units are
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@@ -14673,2736 +14274,721 @@ Immediatly after determining Warlord Traits, tell your opponent which units are
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- When a Weapon with this Special Rule is used to attack a model from Codex: Chaos Space Marines, the AP is improved by 1 (to a max of 1)
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- When a Weapon with this Special Rule is used to attack a model from Codex: Chaos Space Marines, the AP is improved by 1 (to a max of 1)
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- When a model with this rule arrives from Deep Strike, it treats all ranged weapons as having Twin Linked until end of turn.
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- Units composed entirely composed of models with this rule and wearing Terminator Armour can choose to make a Deathwing Assault.
-Immediatly after determining Warlord Traits, tell your opponent which units are making a Deathwing Assault, and make a secret note on weather it happens during turn 1 or turn 2. All units chosen arrive then with no need to roll for deep strike reserves.
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- When shooting Assault, Heavy, Rapid Fire or Salvo weapons at Artillery, Beasts, Bikes, Cavalry, Infantry, Monsterous Creatures and vehicles without the Flyer or Skimmer type, this vehicle has a +1 Ballistic Skill. Regardless of the target, the vehicle's shots also have the Pinning special rule.
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- When shooting at enemy vehicles, a Nephilim Jetfighter can choose to treat any Weapon Destroyed results as Immobilised results.
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- Read the BRB, it's too complicated to explain in a small space.
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- The Attack bike and Land speeder are purchased as part of the Squadron but will always operate as an individual, if there are 6 bikers left after the attack bike and land speeder have split, then they operate as two squadrons of 3
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+ When a Weapon with this Special Rule is used to attack a model from Codex: Chaos Space Marines, the AP is improved by 1 (to a max of 1)
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+ When a Weapon with this Special Rule is used to attack a model from Codex: Chaos Space Marines, the AP is improved by 1 (to a max of 1)
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+ When a model with this rule arrives from Deep Strike, it treats all ranged weapons as having Twin Linked until end of turn.
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- The Attack bike and Land speeder are purchased as part of the Squadron but will always operate as an individual, if there are 6 bikers left after the attack bike and land speeder have split, then they operate as two squadrons of 3
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+ Units composed entirely composed of models with this rule and wearing Terminator Armour can choose to make a Deathwing Assault.
+Immediatly after determining Warlord Traits, tell your opponent which units are making a Deathwing Assault, and make a secret note on weather it happens during turn 1 or turn 2. All units chosen arrive then with no need to roll for deep strike reserves.
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@@ -17410,321 +14996,363 @@ Immediatly after determining Warlord Traits, tell your opponent which units are
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- Every model in a unit hit by one or more weapons with this special rule suffers a -1 penalty to their Weapon Skill and Initiative, to a minimum of 1, until the end of the turn.
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- A model with this rule has Stubborn. In addition they may never choose to fail a morale check.
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- Ignore all negative Ld modifiers, if the unit has Fearless as well ignore this rule.
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+ When shooting Assault, Heavy, Rapid Fire or Salvo weapons at Artillery, Beasts, Bikes, Cavalry, Infantry, Monsterous Creatures and vehicles without the Flyer or Skimmer type, this vehicle has a +1 Ballistic Skill. Regardless of the target, the vehicle's shots also have the Pinning special rule.
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+ When shooting at enemy vehicles, a Nephilim Jetfighter can choose to treat any Weapon Destroyed results as Immobilised results.
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- Automatically passes Dangerous Terrain and recieves +1 to Jink saves
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- After all deployment but before first turn a unit with this rule may redeploy, if it is Infantry, Artillery, Walker or a Monstrous Creature it may redeploy anywhere within 6", all other unit types may redelpoy anywhere within 12".
-Any unit that redelpoys with this rule may not charge on the first turn.
-If held in reserve, the unit gains outflank.
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- Take an Initiative test at the end of the assault phase, if succesful choose a direction and roll 3D6, move that far ignoring all models in base contact, if this would take you within 1" of another unit stop 1" away, treat all terrain as dangerous. The unit left makes an immediate D6" consolidation.
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- Automatically regroups, can act normally on the turn it regroups, not killed by sweeping advances and is immune to fear.
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@@ -17733,111 +15361,8 @@ If held in reserve, the unit gains outflank.
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- Friendly Dark Angels within 12" add 1 to their combat resolution
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-Skill and Initiative, to a minimum of 1, until the end of the turn. This replaces any penalty inflicted on a target by a Stasis Anomaly.
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@@ -18252,13 +15886,13 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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+ Read the BRB, it's too complicated to explain in a small space.
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@@ -18415,72 +16061,172 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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+ The Attack bike and Land speeder are purchased as part of the Squadron but will always operate as an individual, if there are 6 bikers left after the attack bike and land speeder have split, then they operate as two squadrons of 3
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@@ -18490,513 +16236,791 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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- Read the BRB, it's too complicated to explain in a small space.
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- Immune to Instant Death
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- Your Warlord, and any unit he joins, can either roll 2 dice when they run, using the highest roll, or can add D6" to any Turbo-boost they make (or Flat Out move, in the case of Master Sammael on his Land Speeder).
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+ Read the BRB, it's too complicated to explain in a small space.
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+ The Attack bike and Land speeder are purchased as part of the Squadron but will always operate as an individual, if there are 6 bikers left after the attack bike and land speeder have split, then they operate as two squadrons of 3
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@@ -19008,54 +17032,36 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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@@ -19065,155 +17071,487 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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+ Every model in a unit hit by one or more weapons with this special rule suffers a -1 penalty to their Weapon Skill and Initiative, to a minimum of 1, until the end of the turn.
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+ Every model in a unit hit by one or more rad shells suffers a -1 penalty to their Toughness until the end of the turn ( this can affect the victims' Instant Death threshold) .
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+ A model with this rule has Stubborn. In addition they may never choose to fail a morale check.
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+ Ignore all negative Ld modifiers, if the unit has Fearless as well ignore this rule.
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+ Automatically passes Dangerous Terrain and recieves +1 to Jink saves
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+ After all deployment but before first turn a unit with this rule may redeploy, if it is Infantry, Artillery, Walker or a Monstrous Creature it may redeploy anywhere within 6", all other unit types may redelpoy anywhere within 12".
+Any unit that redelpoys with this rule may not charge on the first turn.
+If held in reserve, the unit gains outflank.
+
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+ Take an Initiative test at the end of the assault phase, if succesful choose a direction and roll 3D6, move that far ignoring all models in base contact, if this would take you within 1" of another unit stop 1" away, treat all terrain as dangerous. The unit left makes an immediate D6" consolidation.
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+ Automatically regroups, can act normally on the turn it regroups, not killed by sweeping advances and is immune to fear.
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@@ -19222,66 +17560,47 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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@@ -19294,543 +17613,727 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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+ Friendly Dark Angels within 12" add 1 to their combat resolution
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+ The Darkshroud has Shrouded Special Rule and all friendlies within 6" have stealth
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+ Every model in a unit hit by one or more weapons with this special rule suffers a -3 penalty to its Weapon
+Skill and Initiative, to a minimum of 1, until the end of the turn. This replaces any penalty inflicted on a target by a Stasis Anomaly.
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+ At the start of its Movement phase, a model with this special rule can declare that it is making a special Hover Strike this turn. If it does so, its unit type changes to Skimmer until the start of its next Movement phase. It gains the Strafing Run special rule but cannot move, except to pivot on the spot.
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+ Read the BRB, it's too complicated to explain in a small space.
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+ Immune to Instant Death
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+ Your Warlord, and any unit he joins, can either roll 2 dice when they run, using the highest roll, or can add D6" to any Turbo-boost they make (or Flat Out move, in the case of Master Sammael on his Land Speeder).
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@@ -19841,148 +18344,164 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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@@ -19999,139 +18518,44 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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@@ -20140,10 +18564,8 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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@@ -20152,207 +18574,79 @@ Skill and Initiative, to a minimum of 1, until the end of the turn. This replace
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- Unless it includes a Techamrine, an unengaged unit that contains at least one model with theis special rule must roll a D6 at the start of its turn.
-On a 4+ there is no effect this turn. On a roll of 1,2 or 3, the unit is mindlocked until the start of its follwoing turn.
-A mindlocked unit may not voluntarily mov, shoot or charge. A mindlocked unit must still make compulsory moves, such as Pile In and Fall Back moves.
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+ Unless it includes a Techamrine, an unengaged unit that contains at least one model with theis special rule must roll a D6 at the start of its turn.
+On a 4+ there is no effect this turn. On a roll of 1,2 or 3, the unit is mindlocked until the start of its follwoing turn.
+A mindlocked unit may not voluntarily mov, shoot or charge. A mindlocked unit must still make compulsory moves, such as Pile In and Fall Back moves.
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+ Automatically passes Dangerous Terrain and recieves +1 to Jink saves
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