Nochnoy Dozor Katalog Figurok 26 11 21 PDF

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Полководцы Ночного Дозора

Alliser Thorne, Master-at-Arms VICIOUS


This unit's Melee Attacks gain Vicious.

Alliser Thorne (C) PREY ON FEAR


Each time an enemy engaged with this unit fails a Panic
ABILITIES: Vicious, Prey On Fear Test, this unit restores 2 Wounds.

Benjen Stark, First Ranger AFFILIATION: RANGERS


This unit is a Ranger unit.

Benjen Stark (C) AMBUSH


Enemies this unit Successfully Charges in the Flank
ABILITIES: Affiliation: Rangers, Ambush, Enhanced or Rear become Panicked and Weakened.
Mobility
ENHANCED MOBILITY
This unit gains +1 and may pivot before Marching.

Donal Noye, Defender Of Castle Black ORDER: SHIELD WALL


When an enemy is performing a Melee Attack on
this unit, after rolling Defense Dice:
Donal Noye (C) If this unit is being Attacked from the Front or
Flank, it blocks +1 Hit for each of its remaining
ranks.
ABILITIES: Order: Shield Wall, Improved Armaments
IMPROVED ARMAMENTS
While you Control , this unit's Melee Attacks
gain Sundering and roll their highest Attack Die
Value.

Jeor Mormont, 997th Lord Commander DAUNTLESS


Each time this unit passes a Morale Test, it restores 1
Wound.
Jeor Mormont (C)
EMBOLDEN
ABILITIES: Dauntless, Embolden Friendly units in Short Range gain +1 to Morale Test rolls.

Jon Snow , 998th Lord Commander BOLDNESS AND COURAGE


Each time this unit Attacks, if it has full ranks, it
gains +1 Attack Die. Otherwise, it is treated as
Jon Snow (C) having +1 rank for Attack Dice.

ABILITIES: Boldness and Courage, Rally Cry RALLY CRY


Each time this unit is performing a Melee Attack,
before rolling Attack Dice, target 1 other friendly
unit in Long Range. It restores 2 Wounds.

Othell Yarwyck , First Builder AFFILIATION: BUILDER


This unit is a Builder unit.

Othell Yarwyck (C) HARDENED


Each time an enemy is performing an Attack on this unit,
ABILITIES: Affiliation: Builder, Hardened, Spotter after rolling Defense Dice, this unit blocks +1 Hit, and +1
additional Hit for each of its destroyed ranks.

SPOTTER
When Attacking enemies in Long Range of this unit,
friendly War Machine units may re-roll any Attack Dice.
1
Боевые отряды Ночного Дозора
Builder Crossbowmen (7) ORDER: READY! AIM! RELEASE!
When an enemy performs a Charge Action on this
3+ 4+ unit, before resolving that Charge Action:
5 5+ 5+ If being Charged from the Front, this unit performs
6 6 4 5 4 3
1 Ranged Attack Action on that enemy.
ABILITIES: Order: Ready! Aim! Release!, Crossbow
CROSSBOW
• Sundering
• May re-roll Attack Dice when Attacking enemies
in Short Range.

Builder Scorpion Crew (5) WAR MACHINE


• This unit has 6 Wounds.
3+ 4+ • This unit cannot Control Objectives.
4 5+ 2+ • This unit cannot gain Condition tokens, Charge,
2 3
Retreat, or Shift.
ABILITIES: War Machine, Bolt Thrower
BOLT THROWER
• Vicious
• Measures Range and Line of Sight from any part
of this unit's tray.
• May suffer -3 to Hit to ignore Line of Sight and
gain Unlimited Range.
• Defenders do not roll Defense Dice.
• For each unblocked Hit,Cavalry, Monster, and
War Machine units suffer 2 Wounds.

Builder Stone Thrower (8) WAR MACHINE


• This unit has 6 Wounds.
4+ 4+ • This unit cannot Control Objectives.
1 5+ 2+ • This unit cannot gain Condition tokens, Charge,
2 3
Retreat, or Shift.
ABILITIES: War Machine, Rock Volley
ROCK VOLLEY
• Cannot Attack Solo units.
• May Attack enemies regardless of range and Line
of Sight.
• If this Attack generates any Hits, instead of rolling
Defense Dice, the Defender suffers 1 Wound, +1
Wound for each of its remaining ranks.

Coldhands (4) ORDER: RAVEN FLOCK


When an enemy in Long Range performs an
3+ Attack Action, before resolving that Action:
5 4+ 2+ That Attack suffers -1 to Hit.
4
ABILITIES: Order: Raven Flock, Eye Of The Crow EYE OF THE CROW
• This unit has 4 Wounds.
• At the start of this unit's Activation, it may
perform 1 Maneuver or Retreat Action.
• If this unit is destroyed, at the start of the next
Round, you may Redeploy it fully within Short
Range of any Flank table edge.

2
Conscripts (4) ORDER: SUPPLY AID
Start of a friendly Turn:
4+ This unit suffers up to 3 Wounds. Restore 1+ that
5 5+ 7+ many Wounds to 1 other friendly unit in Long
6 5 4
Range.
ABILITIES: Order: Supply Aid, Disorganized
DISORGANIZED
This unit suffers +1 Wound from failing Panic Tests.

Ghost (3) DIREWOLF


• This unit has 4 Wounds.
3+ • At the start of this unit’s Activation, it may
6 4+ 2+ perform 1 Maneuver Action.
4
ABILITIES: Direwolf, True Bond, Tooth & Claw TRUE BOND
• Ghost may treat any friendly Tactics cards
attached to Jon Snow's unit as also attached to
him.
• When Jon Snow's unit Activates, this unit may
Activate after that unit.

TOOTH & CLAW


• Sundering

Ranger Hunters (7) ORDER: QUICK FIRE


After this unit completes a Maneuver or Retreat
3+ 3+ Action:
6 5+ 5+ This unit performs 1 Ranged Attack Action.
7 5 4 7 5 4
ABILITIES: Order: Quick Fire, Swift Strike SWIFT STRIKE
After this Attack is completed, this unit may
perform 1 Retreat Action.

Ranger Trackers (7) ORDER: MARK TARGET


Start of a friendly Turn:
3+ 5+ Target 1 enemy in Line of Sight and Long Range.
6 5+ 5+ They become Vulnerable.
7 5 6 4
ABILITIES: Order: Mark Target, Cavalry, Pathfinder CAVALRY
• Each model in this unit has 3 Wounds.
• At the start of this unit’s Activation, it may
perform 1 Maneuver Action.

PATHFINDER
This unit ignores the Dangerous, Hindering, and Rough
keywords.

Ranger Vanguards (7) CAVALRY


• Each model in this unit has 3 Wounds.
3+ • At the start of this unit’s Activation, it may
6 5+ 5+ perform 1 Maneuver Action.
7 5
ABILITIES: Cavalry, Ambush, Outflank AMBUSH
Enemies this unit Successfully Charges in the Flank
or Rear become Panicked and Weakened.

OUTFLANK
You may hold this unit off the table (In Reserve) instead of
of Deploying them. When a friendly NCU Claims ,
you may replace that zone’s effect with:
Deploy 1 unit from Reserve fully within Short Range of any Flank
table edge.

3
Sworn Brothers (7) ORDER: MARTIAL TRAINING
When this unit is performing a Melee Attack,
3+ before rolling Attack Dice:
5 4+ 5+ This Attack may re-roll any Attack Dice and the
7 5 4
Defender becomes Vulnerable.
ABILITIES: Order: Martial Training, Greatsword
GREATSWORD
• Sundering

Veterans of the Watch (7) COUNTERSTRIKE


Each time this unit is Attacked with a Melee Attack, for
3+ each Miss, the Attacker suffers 1 Hit.
5 4+ 5+
7 6 5
DISRUPT
ABILITIES: Counterstrike, Disrupt Enemies engaged with this unit suffer -1 to Hit.

Watch Marshal (4) ORDER: TACTICAL REPOSITION


Start of an enemy Turn:
3+ Target 1 friendly unit in Short Range. They perform
6 4+ 3+ a 3" shift.
3
ABILITIES: Order: Tactical Reposition, Marshal MARSHAL
• This unit has 3 Wounds.
• At the start of this unit’s Activation, it may
perform 1 Maneuver or Retreat Action.
• Other friendly units in Short Range gain +1 Attack
Die on Melee Attacks.

4
Вспомогательные фигурки Ночного Дозора
IRON RESOLVE
This unit gains +1 to Panic Test rolls and suffers -1 Wound
from failing Panic Tests.
Alliser Thorne (1)
STUBBORN TENACITY
ABILITIES: Iron Resolve, Stubborn Tenacity Each time this unit passes a Panic Test, 1 enemy they are
engaged with suffers 1 Wound.

ORDER: SENTINEL
After another friendly unit in Long Range is
Attacked:
Benjen Stark (1) This unit performs 1 Charge or Maneuver Action. If
Charging, it must target the Attacker.
ABILITIES: Order: Sentinel, Ambush AMBUSH
Enemies this unit Successfully Charges in the Flank
or Rear become Panicked and Weakened.

OUTFLANK
You may hold this unit off the table (In Reserve) instead of
of Deploying them. When a friendly NCU Claims ,
Coldhands (1) you may replace that zone’s effect with:
Deploy 1 unit from Reserve fully within Short Range of any Flank
ABILITIES: Outflank, Pathfinder table edge.

PATHFINDER
This unit ignores the Dangerous, Hindering, and Rough
keywords.

ORDER: SENTINEL
After another friendly unit in Long Range is
Attacked:
Coldhands (1) This unit performs 1 Charge or Maneuver Action. If
Charging, it must target the Attacker.
ABILITIES: Order: Sentinel, Intimidating Presence INTIMIDATING PRESENCE
Enemies engaged with this unit suffer -1 to Morale Test
rolls and +1 Wound from failing Panic Tests.

ORDER: TAUNT
When an enemy in Short Range Activates:
If that enemy can Charge this unit, it performs 1
Grenn (1) Morale Test with -1 to their roll for each remaining
rank in this unit. On a failure, it performs 1 Charge
Action on this unit (this is their Action for the
ABILITIES: Order: Taunt Turn).

FURIOUS CHARGE
Enemies Successfully Charged by this unit become
Vulnerable.
Hardened Ranger (1)
ELUSIVE ESCAPE
ABILITIES: Furious Charge, Elusive Escape This unit may re-roll any Retreat Distance Dice. Enemies
this unit disengages from may not pivot and become
Weakened.

5
ORDER: RECKLESS HEROISM
When this unit performs a Charge Action, before
resolving that Action:
Jon Snow (2) This unit suffers D3 Wounds, but counts as rolling
a 6 on all Charge Distance Dice.
ABILITIES: Order: Reckless Heroism, Order: War Cry ORDER: WAR CRY
Start of a friendly Turn:
This unit performs 1 Morale Test. On a success,
target 1 enemy in Long Range. It becomes
Panicked and Vulnerable.

IMPROVED DEFENSES
While you Control , this unit gains +1 to Defense Dice
rolls.
Othell Yarwyck (1)
SPOTTER
ABILITIES: Improved Defenses, Spotter When Attacking enemies in Long Range of this unit,
friendly War Machine units may re-roll any Attack Dice.

ORDER: SWIFT RETREAT


After an enemy completes a Melee Attack on this
unit:
Pypar (1) This unit performs 1 Retreat Action.

ABILITIES: Order: Swift Retreat

ORDER: TO THE LAST!


When this unit would be destroyed:
This unit performs 1 Morale Test. On a success, it is
Qhorin Halfhand (2) not destroyed but remains in play with 1 Wound,
then becomes Panicked and Vulnerable.
ABILITIES: Order: To The Last!, Go Down Fighting GO DOWN FIGHTING
Each time a rank in this unit is destroyed, 1 enemy they are
engaged with suffers 1 Wound.

ORDER: BATTLE PLAN


Start of any Turn:
Discard 2 Tactics cards to search your Tactics Deck
Samwell Tarley (2) for any 1 card and add it to your hand. Shuffle your
Tactics Deck.
ABILITIES: Order: Battle Plan, Bookkeeping BOOKKEEPING
As long as Cortnay Penrose is on the battlefield, increase
your Tactics Hand Size limit by +1. You start the game
with 4 cards and may draw up to 4 cards when refilling
your hand.

IMPROVED DEFENSES
While you Control , this unit gains +1 to Defense Dice
rolls.
Senior Builder (1)
STAKE BUILDING
ABILITIES: Improved Defenses, Stake Building Once per game, at the start of any Round, place 1 Stake
terrain with the Dangerous and Destructible Keywords
within 2" of this unit. This terrain may not be placed over
other terrain or units.

6
ORDER: RELENTLESS
Start of a friendly Turn:
This unit performs 1 Attack or Maneuver Action.
Watch Captain (3) Do not Activate a unit this Turn.

ABILITIES: Order: Relentless, Boldness and Courage BOLDNESS AND COURAGE


Each time this unit Attacks, if it has full ranks, it
gains +1 Attack Die. Otherwise, it is treated as
having +1 rank for Attack Dice.

ORDER: ADAPTIVE PLANNING


Start of any Turn:
Target 1 Combat Unit in Long Range. Replace 1
Watch Marshal (1) Condition token on that unit with any other
Condition token.
ABILITIES: Order: Adaptive Planning, Order: Swift ORDER: SWIFT RETREAT
Retreat After an enemy completes a Melee Attack on this
unit:
This unit performs 1 Retreat Action.

ORDER: INCITE
When this unit is performing a Melee Attack,
before rolling Attack Dice:
Watch Recruiter (1) This Attack gains Vicious and rolls its highest
Attack Die Value.
ABILITIES: Order: Incite, Reinforcements REINFORCEMENTS
Each time this unit Activates, it restores 1 Wound. If you
Control , restore +1 Wound.

7
Небоевые фигурки Ночного Дозора
Aemon (4) MAESTER'S HEALING
Each time Aemon Claims a zone, you may target 1 friendly
Combat Unit. That unit restores 1 Wound, +1 additional
ABILITIES: Maester's Healing Wound for each of its destroyed ranks.

Bowen Marsh (4) COUNTS AND MEASURES


Each time Bowen Claims a zone, you may look at the top 2
cards of your Tactics Deck. Place 1 of those cards in your
ABILITIES: Counts and Measures hand and the other on the bottom of your Tactics Deck.

Craster (4) REST AND REFUGE


When Craster Claims the following zones, their effects
gains:
ABILITIES: Rest and Refuge
: Instead of restoring Wounds from 1 unit, you may restore 3
Wounds (total) across any number of friendly Combat Units.
: The targeted unit counts as having +1 remaining rank for
determining Attack Dice.
: The targeted unit moves with +1 .

Donal Noye (5) EXPERT MAINTENANCE


Donal begins the game with 2 Order Tokens on him.
Each time a unit is performing an Attack, after rolling
ABILITIES: Expert Maintenance Attack Dice, you may remove 1 Order Token from Donal.
If you do, choose 1:
• Attacker may re-roll any Attack Dice and opponents
cannot expend Weakened tokens from them.
• Defender gains +1 to Defense Dice rolls and opponents
cannot expend Vulnerable tokens from them.

Gilly (0) SAMWELL'S INFLUENCE


Gilly may only be Activated once per game.
ABILITIES: Samwell's Influence

Jeor Mormont (4) DUTY TO THE REALMS OF MEN


Each time Jeor Claims a zone, choose 1:
• Target 2 friendly Night's Watch Combat Units. Move 1
ABILITIES: Duty To The Realms Of Men friendly attached Tactics card from 1 of those units to the
other.
• Replace that zone's effect with:
Search your Tactics Deck or discard pile for 1 Tactics card that can
be attached to a unit and attach it to a friendly Night's Watch
unit. Shuffle your Tactics Deck.

Othell Yarwyck (5) WAR MACHINES OF THE WALL


Each time Othell Claims a zone, you may replace that
zone's effect with:
ABILITIES: War Machines of The Wall Make the following Ranged Attack on 1 enemy Combat Unit:
RANGED VOLLEY
3+
3

Gains +1 Attack Die for each of the Defenders remaining ranks


and the following based on the zone Othell Claimed:
: Vicious
: Sundering
: Defender becomes Weakened

8
Qhorin Halfhand (6) SACRIFICE FOR THE CAUSE
At the start of any Turn, if Qhorin is not on the Tactics
Board, you may destroy him. If you do, target 1 enemy
ABILITIES: Sacrifice For The Cause, Halfhand's Guidance unit. That enemy cannot Activate or perform Actions this
Round.

HALFHAND'S GUIDANCE
Influence (When this unit Claims a zone, attach this card to a
Combat Unit until the end of the round):
While Influencing a friendly Cavalry or Infantry unit, it
gains +1 and +1 Attack Die.

Samwell Tarley (5) KNOWLEDGE IS POWER


Increase your Tactics Hand Size limit by +1. You start the
game with 4 cards and may draw up to 4 cards when
ABILITIES: Knowledge Is Power refilling your hand.

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