Nochnoy Dozor Katalog Figurok 26 11 21 PDF
Nochnoy Dozor Katalog Figurok 26 11 21 PDF
Nochnoy Dozor Katalog Figurok 26 11 21 PDF
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.
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.
PATHFINDER
This unit ignores the Dangerous, Hindering, and Rough
keywords.
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
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.
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.
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.
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.