Collection | Card | Squad | Type | Cost | Upper action | Cost | Lower action |
---|---|---|---|---|---|---|---|
0 /4 | Angel of Death | ![]() | 1 | DEFENSE - A Chapter model gain +2 to a DEF roll. | 0 | GUARDIAN ANGEL - Use when one of your models within Range 3 of the Angel of Death is Wounded. The Angel suffers the WOunds instead. | |
0 /2 | Angel of Death | ![]() | 1 | COMBAT - with all models in this Squad. (1 user per turn) | 3 | JUDGEMENT - Kill 1 enemy model | |
0 /5 | Angel of Death | ![]() | 1 | COMBAT - with all models in 1 Chapter Squad. | 1 | STORM OF BLADES - Combat with each enemy | |
0 /2 | Angel of Death | ![]() | 2 | MOVE AND COMBAT - with all models in this Squad. (1 use per turn) | 3 | WINGED DEATH - Flight mode required. Move and then Backstab each enemy model | |
0 /4 | Any Squad | ![]() | 1 | COMBAT - with all models in this Squad. (1 use per turn) | 1 | OVERWATCH - Perform 1 Backstab before 1 model of this Squad performs a Combat. (1 use per Combat) | |
0 /4 | Any Squad | ![]() | 1 | COMBAT - with all models in this Squad. (1 use per turn) | 1 | TACTIC - Use after successful Defense of this Squad. Charge all your Enhancements by 1 | |
0 /3 | Any Squad | ![]() | 1 | CHARGING - Charge all your Enhancements by 1 | 1 | TRAP - Attach a TRAP token to any enemy model. This model is Blocked until its controller pays 2 | |
0 /4 | Holy Knight | ![]() | 0 | MOVE - with all models in 1 Chapter Squad. | 1 | BASH - Move, and then Push 1 enemy model | |
0 /4 | Holy Knight | ![]() | 0 | MOVE - with all models in 1 Chapter Squad. | 1 | FORMATION - Target 1 Holy Knight. All other Holy Knights in play are teleported | |
0 /2 | Holy Knight | ![]() | 2 | SUCCESSFUL DEFENSE - A Chapter model gets an automatic successful DEF roll. (1 use per roll) | 1 | GUARD - One of your models | |
0 /5 | Holy Knight | ![]() | 2 | DODGE - Use after a Chapter model enters Combat. Reposition this model to any adjacent Space and cancel the Combat. | 1 | LEAP - Move (Range 4, through obstacles). Until end of turn this model automatically wins INI in any Combat. | |
0 /4 | Holy Knight | ![]() | 1 | DEFENSE - A Chapter model gain +2 to a DEF roll. | 0 | SHIELD WALL - Place a SHIELD WALL token on one group of | |
0 /3 | Holy Riders | ![]() | 1 | COMBAT - with all models in 1 Chapter Squad | 1 | DYING BREATH - Choose 1 Holy Rider model and perform Combat with it. In Combat, this model gains +2 to INI, ATT and DEF. This model deals 1 additional Wound when Wounding. If the HOly Rider was in Charge Mode, it gains a +3 to INI, ATT and DEF instead. After Combat, kill this Holy Rider model. | |
0 /1 | Holy Riders | ![]() | 1 | REINFORCEMENTS - Place tyahe Holy Riders Squad in any 1 Space on the board's edge. | 2 | WINGED CHARGE - Place your Holy Riders in any 1 Space on the board. You can Push any model, except models | |
0 /3 | Holy Riders | ![]() | 1 | INSPIRE - Add +1 to ATT and INI for each Chapter model | 1 | TRAMPLE - Move your Holy Rider model. Choose 1 enemy model on any Space crossed by the Holy Rider, except the last. Check that model for Hit. Effect: 1 Wound. | |
0 /1 | Holy Riders | ![]() | 1 | HASTE - Double this Squad MOV value for this Move Action. | 2 | GALLOP - You can Push any model regardless of their base size. You cannot Push a model | |
0 /4 | Pilgrim | ![]() | 1 | CHARGING - Charge all your Enhancements by 1 | 1 | ENERGY DRAIN - Collect 1 | |
0 /2 | Pilgrim | ![]() | 1 | WORTHLESS - Use right after a model of this Squad is killed. The opponent earns 2 VP less for killing it. (1 use per payment) | 2 | FAKE DEATH - Ignore 1 Wound just received by any Pilgrim. Does not allow to Counterattack. (1 use per turn) | |
0 /2 | Pilgrim | ![]() | 1 | REVENGE - Use right after a model of this Squad is killed in Combat. It may perform a Backstab before you remove it from teh board map. (1 use per combat) | 3 | LAST MAN STANDING - If there's only 1 Pilgrim left, he gains +3 DEF | |
0 /2 | Purge Doctor | ![]() | 1 | DEFENSE - 1 model in this Squad gain +2 DEF for 1 roll. (1 use per roll) | X | CHARGED SHOT - For each 2(charges) spent, add +1 Wound to each Hit of a single Purging action. (1 per Purging action) | |
0 /4 | Purge Doctor | ![]() | 0 | MOVE - with all models in 1 Chapter Squad. | 0 | POWER OF TECHNOLOGY - Destroy 1 Chapter | |
0 /4 | Purge Doctor | ![]() | 1 | CHARGING - Charge all your Enhancements by 1 | 2 | PURGING - Basic mode required. Choose 2 adjacent Spaces, both adjacent to 1 Purge Dcotor. Check all models within these SPaces for Hit. Effect: 1 Wound. Put 1 FIRE token on 1 of the affected models. | |
0 /2 | Ranger | ![]() | 1 | DEFENSE - 1 model in this Squad gain +2 DEF for 1 roll. (1 use per roll) | 3 | FIRING POSITION - Each Ranger in this Squad shoots twice during each Shoot action. | |
0 /8 | Ranger | ![]() | 2 | DODGE - Use after a Chapter model enters Combat. Reposition this model to any adjacent SPace and cancel the Combat. | 0 | SHOOT - with all Rangers in a Squad at any 1 target model each (Range unlimited, Line of Fire required). Check targets for Hit. If in Aim mode, add 2 to the roll. Effect: 1 Wound. Shoot may be used instead of a Backstab or an Attack roll. | |
0 /1 | War Golem | ![]() | 0 | HEAVY ARMOR - The War Golem gains +1 DEF and -1 INI for each lost Endurance token. | 1 | DISCHARGE - Put a DISCHARGE Token on 1 | |
0 /3 | War Golem | ![]() | 0 | RECHARGE - Remove all DISCHARGE tokens from all enemy models on the board and refresh the same number of Crystals in the Chapter Crystal Pool. | 2 | SMASH - Perform a Move Action, then a Combat Action with the War Golem. Remove all DISCHARGE tokens from the targeted enemy model. For each DISCHARGE token removed this way, the War Golem deals 1 additional Wound when wounding during this Combat. | |
0 /4 | War Golem | ![]() | 0 | TAZE - Remove a DISCHARGE token from 1 | 2 | STATIC FIELD - Use right before a DEF roll. Remove a DISCHARGE token from 1 | |
0 /4 | War Golem | ![]() | 1 | CHARGING - Charge all your Enhancements by 1 | 1 | STEAM OVERLOAD - Check all models withing Range 1 for Hit. Effect: 1 Wound (all models) and 1 DISCHARGE token (enemy models). |