Edge Dawnfall Toolbox

Squads
Chapter
Begin by selecting 5 squads from your chosen faction. You can have multiple squads of some squad types.

0 / 5 - Selected units
Deck - 0 / 25
Start constructing your deck by adding cards from below.
Collection
Card
Squad
Type
Cost
Upper action
Cost
Lower action
0 /4
Angel of Death
Cost type1

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
Cost type1

COMBAT - with all models in this Squad. (1 user per turn)

3

JUDGEMENT - Kill 1 enemy model base to base icon with the Angel with no Endurance tokens on its Squad card. (1 user per Payement)

0 /5
Angel of Death
Cost type1

COMBAT - with all models in 1 Chapter Squad.

1

STORM OF BLADES - Combat with each enemy base to base icon with the Angel.

0 /2
Angel of Death
Cost type2

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 base to base icon with the Angel. (1 use per turn)

0 /4
Any Squad
Cost type1

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
Cost type1

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 charge icon. (1 use per turn)

0 /3
Any Squad
Cost type1

CHARGING - Charge all your Enhancements by 1 charge icon

1

TRAP - Attach a TRAP token to any enemy model. This model is Blocked until its controller pays 2crystal icon during one of their Active turn to remove the token.

0 /4
Holy Knight
Cost type0

MOVE - with all models in 1 Chapter Squad.

1

BASH - Move, and then Push 1 enemy model base to base icon with this Knight to any Space adjacent to his original position.

0 /4
Holy Knight
Cost type0

MOVE - with all models in 1 Chapter Squad.

1

FORMATION - Target 1 Holy Knight. All other Holy Knights in play are teleported base to base icon with him (you may Push enemies). Then, any of these Holy Knights may perform Combat.

0 /2
Holy Knight
Cost type2

SUCCESSFUL DEFENSE - A Chapter model gets an automatic successful DEF roll. (1 use per roll)

1

GUARD - One of your models base to base icon with this Holy Knight may use the Knight's DEF and Endurance tokens instead of its own. (1 use per payment)

0 /5
Holy Knight
Cost type2

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
Cost type1

DEFENSE - A Chapter model gain +2 to a DEF roll.

0

SHIELD WALL - Place a SHIELD WALL token on one group of base to base icon Holy Knights. Each of them gains +2 DEF for every other Holy Knight base to base icon with him. Holy Knights in this group cannot be Pushed. Remove the token when one of them is WOunded or moves.

0 /3
Holy Riders
Cost type1

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
Cost type1

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 base to base icon with a Cyrstal Source. Check each Pushed model for Hit. Effect: 1 Wound

0 /3
Holy Riders
Cost type1

INSPIRE - Add +1 to ATT and INI for each Chapter model base to base icon (for this Combat only).

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
Cost type1

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 base to base icon with a Crystal Source or end this Move base to base icon with a Crystal Source.

0 /4
Pilgrim
Cost type1

CHARGING - Charge all your Enhancements by 1charge icon.

1

ENERGY DRAIN - Collect 1crystal icon*** from each Controlled Crystal Source with a Pilgrim in base to base icon

0 /2
Pilgrim
Cost type1

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
Cost type1

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
Cost type1

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
Cost type0

MOVE - with all models in 1 Chapter Squad.

0

POWER OF TECHNOLOGY - Destroy 1 Chapter crystal icon to put 3charge icon on any 1 of your Enhancements.

0 /4
Purge Doctor
Cost type1

CHARGING - Charge all your Enhancements by 1 charge icon.

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
Cost type1

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
Cost type2

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
Cost type0

HEAVY ARMOR - The War Golem gains +1 DEF and -1 INI for each lost Endurance token.

1

DISCHARGE - Put a DISCHARGE Token on 1 base to base icon enemy model.

0 /3
War Golem
Cost type0

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
Cost type0

TAZE - Remove a DISCHARGE token from 1 base to base icon enemy model to perform a Backstab with the War Golem against that model.

2

STATIC FIELD - Use right before a DEF roll. Remove a DISCHARGE token from 1 base to base icon enemy. The War Golem automatically wins this DEF roll. Restore 1 Endurance token to the War Golem.

0 /4
War Golem
Cost type1

CHARGING - Charge all your Enhancements by 1 charge icon

1

STEAM OVERLOAD - Check all models withing Range 1 for Hit. Effect: 1 Wound (all models) and 1 DISCHARGE token (enemy models).