Frostscape Tactics v3

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Frostscape (Frostgrave) Rules Additions / Modifications What is this? This is a set of rule modifications to the combat, spell casting and level progression of Frostgrave. The goal of these modifications was to: 1) Add an additional tactical level to the non-spell combat of Frostgrave. 2) Give more control of spell casting to the players. 3) Slow progression of warbands and add additional goals to the progression. These rules are not complete; you will need the base Frostgrave rulebook to utilize these. What dice does it use? For combat I suggest Heroscape dice. The Heroscape die is a D6 custom dice that is configured as follows: 3 sides = Skulls (or hits) 2 sides = Shields (or blocks) 1 Side = Special (or blank on some dice) Heroscape dice can be purchased on Ebay or similar online stores for as little as $5 for a standard set of 12 dice. It would be ideal for each player to have their own set of 12, but not required. Custom made dice can also be purchased from retailers to your specification but can get expensive, ymmv. If you are just trying these rules out to see how you like them, a standard D6 can be used as follows: 4-6 = Hit/Skull (when rolling attacks or jumping) 5-6 = Block/Shield (when rolling to defend) 1 = Special/Blank (used both when attacking and defending, for some soldier abilities)

description

Tactice

Transcript of Frostscape Tactics v3

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Frostscape (Frostgrave) Rules Additions / Modifications

What is this?

This is a set of rule modifications to the combat, spell casting and level progression of Frostgrave.

The goal of these modifications was to:

1) Add an additional tactical level to the non-spell combat of Frostgrave.

2) Give more control of spell casting to the players.

3) Slow progression of warbands and add additional goals to the progression.

These rules are not complete; you will need the base Frostgrave rulebook to utilize these.

What dice does it use?

For combat I suggest Heroscape dice. The Heroscape die is a D6 custom dice that is configured as

follows:

3 sides = Skulls (or hits) 2 sides = Shields (or blocks) 1 Side = Special (or blank on some dice) Heroscape dice can be purchased on Ebay or similar online stores for as little as $5 for a standard set of 12 dice. It would be ideal for each player to have their own set of 12, but not required. Custom made dice can also be purchased from retailers to your specification but can get expensive, ymmv.

If you are just trying these rules out to see how you like them, a standard D6 can be used as follows: 4-6 = Hit/Skull (when rolling attacks or jumping) 5-6 = Block/Shield (when rolling to defend) 1 = Special/Blank (used both when attacking and defending, for some soldier abilities)

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Having the color pictures on the dice does help in quickly counting hits and blocks. If you have an old set of dice lying around, maybe painting the dots on the dice Red for hits (4-6), Blue for blocks (2-3) and leaving 1 black or paint white may also help quickly assessing a roll. Recently "Arena of the Planeswalkers" miniature boardgame released using a large portion of the Heroscape rules, including the dice. The set includes 10 HS dice and like 35 figs for 25-30 bucks. If you are looking for a new game, it’s another source for these dice. Also a pair of D12’s are used in spell casting and for the initiative roll.

The BIG Change

The new rules I outline here really do not change the flow of Frostgrave that much, except for two.

1) YOUR FIGURE CANNOT ATTACK AN OPPONENTS FIGURE WHEN IT’S NOT YOUR TURN!

2) A FIGURE CANNOT MOVE TO AND INITIATE AN ATTACK AGAINST A TARGET IT CANNOT SEE!

Also note that the rules outlined here only replace some rules in Frostgrave. All other shall be as per the

Frostgrave Rulebook unless stated otherwise.

Actions

A figure may take 2 actions every activation.

A figure may not take 2 of the same actions (example, cannot drink 2 potions in a single activation,

cannot take 2 move actions in a single activation, cannot attack twice in a single activation) unless a

spell effect allows more than 2 actions in a turn. These actions can be taken in any order.

Possible actions are:

Move A figure can move up to its move value, respecting terrain and treasure burden limitations. A figure may attempt to jump as part of the move action. To see how far a character jumps, roll a combat die for every point of move value the figure has (a Knight would roll 5 dice, A Warhound would roll 8). For every Skull (or hit) rolled is 1 inch of horizontal jump distance. After the jump the figure may finish his move as normal. Note that a figure may not move more than his move value, including the jumped distance. If the rolled jump distance is less than the gap to jump, the figure falls and takes fall damage as outlined in these rules. A figure may attempt to jump over terrain ½” to 1” high. Roll for jump distance as normal and move the figure into or over the terrain the jump distance rolled. If this puts the model into limiting terrain, further movement shall be modified as normal. Terrain less than ½” high pose no impedance to a figure unless it is designated as difficult terrain before the game begins. Terrain greater than 1” tall cannot be jumped and must be climbed per normal Frostgrave rules. Models may not move through enemy figures but may move through friendly figures; however bases of figures may never overlap for final figure placement.

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A move action cannot be used if in base-2-base contact with an enemy figure. You can climb as part of a move action, but at 1/2 movement (1" = 2"). Climbing up ladders or stairs is done at normal movement. You may never use this action to move within 1" of an enemy figure. Hustle A figure can move up to 2", respecting terrain and treasure burden limitations. Models may not Hustle through enemy figures but may hustle through friendly figures; however bases of figures may never overlap for final figure placement. A Hustle action cannot be used if in base-2-base contact with an enemy figure. You may never use this action to move within 1" of an enemy figure. Hustle replaces the run action from the Frostgrave rulebook. Melee Attack A figure can initiate a melee attack against any figure that it is in base-2-base contact with. The attacking figure rolls a number of attack dice equal to its fight value plus any spell or outnumbering bonuses. The defending figure rolls attack dice equal to its armor value plus any spell bonuses. Any block results on the defenders dice cancel any hits on the attackers dice on a one-for-one basis. Any hits rolled by the attacker that are not canceled are taken as wounds by the defender and subtracted from the health value of the defending figure. Charge – Special – Takes 2 Actions to Perform A figure can declare a charge against any enemy figure that is in its line of sight. A charge action may allow a figure to move up to double his move value in a single action. The attacker must announce and use one of its two actions to attempt a charge BEFORE any range to the target is measured. Charge moves are handled in three parts:

1) Move the charging figure up to its move value toward the target defending figure (respecting terrain limitations) and place the figure in its desired position (just like a standard move action). If during this move, the attacking figure moves into base-2-base contact with the target figure, place the figure there and this ends the charge action. If the figure did not reach its target, move to step 2.

2) After a figures first movement and placement, measure the move distance required to move the charging figure into base-2-base contact with the target enemy figure (respecting terrain limitations). If this distance is less than the move value of the charging figure, move and place the figure in its desired position (just like a standard move action) and move to step 3. If the measured distance to the target enemy figure is more than the charging figures move value, the charging figure does not move any further and is left in its position placed from the first part of the charge action, ending his charge action. If a figure is jumping terrain as part of this move, roll the jump distance prior to measuring the move distance when determining if the figure has enough move to complete the charge.

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3) A figure may now execute a melee attack against his targeted model, per the Melee Attack Action outlined above.

Models may not charge through enemy figures but may charge through friendly figures; however bases of figures may never overlap for final figure placement. No climbing can be involved as part of a charge action. You cannot climb as part of a charge action. Charging up ladders or stairs is done at normal movement (1” = 1”). A Charge action cannot be used if in base-2-base contact with an enemy figure. Charge and Wandering Monsters: A wandering monsters first step will always be to measure to see if they are in charge distance (and LoS) of a target, if not, they will follow standard Frostgrave rules. So yes, they can premeasure, but players cannot. Wandering monsters may initiate melee with a hustle action on its 2nd action if the first move put them in Line of Sight of a target. Important Note: For players, the only way to initiate melee combat is with a charge action or a movement spell. Ranged Attack If a figure is equipped with a bow/crossbow, it can declare a ranged attack against any figure that is in its line of sight. The attacker must announce and use one of its two actions to attempt a ranged attack BEFORE the range to the target is measured. If the target is out of range of the shot, the action is lost without effect. If the target is in range of the shot, the attacker rolls a number of attack dice equal to its bow value minus any range or spell effect penalties. The defending figure rolls attack dice equal to its armor value plus any cover, spell or intervening terrain bonuses. Any block results on the defenders dice cancel any hits on the attackers dice on a one-for-one basis. Any hits rolled by the attacker that are not canceled are taken as wounds by the defender and subtracted from the health value of the defending figure. A figure may NOT make a ranged attack action if it is in base-2-base contact with an enemy figure. Reload Crossbow A crossbow starts the game loaded. A crossbow must be reloaded after being fired before it can be fired again. A figure armed with a crossbow can use an action to reload it before or after it has been fired. A crossbow cannot be reloaded when in base-2-base contact with an enemy figure. Drink a Potion A figure may drink a potion that they are currently carrying and apply any appropriate effects. A figure moy NOT drink a potion and take a Melee Attack or Charge action in the same activation. If a potion is used while in base-2-base contact with an enemy figure, the enemy defending figure is considered to have won the combat and may move figures as outlined in Winning and Losing Melee Combat section.

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Cast a Spell Wizards and Apprentices can use an action to cast a spell per the normal Frostgrave rules. New “Waves of Magic” rules modify the rolls required somewhat, making it a little easier for low-to-mid difficulty spells (and a little harder for high difficulty spells) and more predicable to cast spells overall. This is described later in the WoM section. Use a Scroll or Magic Item Wizards and Apprentices can use an action to cast a spell from a scroll or item per the Frostgrave rules. Pick up Treasure A figure can spend an action to pick up a treasure token off the map. If a figure does this as his 2nd action after using a move action first, all remaining movement is lost, ending the figures turn, unless a spell effect has given the figure an additional action. A models move value is reduced by 1” if carrying a treasure. Figures carrying a treasure token may only make a move action or drop a treasure as outlined below. (Treasure Hunters are an exception to this rule) A treasure token can be dropped by a figure without using an action at any time for any reason (even on your opponents phase). Dropped treasure tokens are placed in base-2-base contact with the figure that dropped it (position is carrying player’s choice) but must be in a flat position on the table or terrain and not overlapping the figures base (unless dropped from elevated ground, see below). If there is not enough room to legally place the treasure token due to enemy or friendly figures surrounding the carrying figure, the players must roll-off in a mini-game of “kick the can” to see who gets to place the treasure token in base-2-base contact with a figure involved in the scrum. If a treasure is dropped from a ledge 3" high or higher (carrying figure’s base is near an elevated floor edge), the treasure token is destroyed and removed from the game. A treasure token cannot be picked up if it is within 2” of an enemy figure. Only 1 treasure token can be carried at a time. If a Figure is killed while carrying a treasure token, it is placed in the space directly where the model was positioned.

Fall Damage

If a figure jumps or falls from a ledge, he takes 1 point of damage for every inch over 3 inches (a 5" fall does 2 points of damage). If a figure falls 3" or less, it does no damage but distance fallen is subtracted from the figures total move or charge distance. Figures cannot hustle off a ledge.

Intervening Combat

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Intervening a models move shall be per normal Frostgrave rules, except for the following exception. Any model within 1" of a target of a charge, may intervene that charge, even if they are behind the target of the charge. If intervening, move the intervening figure in front of the target (within 1") after the charge is declared, but before the charge movement is measured and confirmed. Only a single model may intervene in this way. If a model is already engaged with an enemy model, he may not intervene.

Winning and losing Melee Combat

If an attacking figure does damage to a defending figure, the attacker shall be considered to have won the combat. If a defending figure rolls the same number of shields as the attackers hits, the combat is considered tied. If the defending figure rolls more shields then the attacker rolls hits, the defender has won the combat. The winner of a combat has control of the skirmish. The winner can (at his discretion) move his figure up to 1 inch in any direction (normal rules for movement through figures or terrain apply). The winner may also choose to move (at his discretion) the enemy figure up to 1 inch also (normal rules for movement through figures or terrain apply). Important Rules Note: If a figure is in base-2-base contact with a 2nd enemy figure not involved in the current attack, he may not move himself the 1 inch for winning a combat as he must stay engaged with the 3rd party until he wins a combat against that target. Winning combat example: A Thug charges a Ranger with his first action. The thug makes a Melee Attack with his 2nd action, rolling 2 hits. The ranger defends with 3 shields. The Ranger has won the combat round. The Ranger has a special counter attack ability that states any excess shields rolled in defense count as wounds on the attacker, so the Thug takes 1 wound. Since the Ranger won, he decides that he wants to be free of this rabble to attend to more important matters. He decides to push the Thug away 1” directly away from himself. He then decides to move directly away from the Thug 1” also, putting 2 inches between them. The Rangers player wins initiative next round and activates the Ranger before the Thugs player can activate his Thug. The Ranger may decide to put an arrow into the Thug at point blank range. He may alternatively charge another enemy figure. Really, the Ranger is free to take any action he desires. And since the thug is more than 1" away, he cannot intervene. The Ranger may also have decided to push on with this combat, forcing the Thug back, moving both figures in the same direction, staying in base-2-base contact with the Thug. The Ranger may also have rotated 1”with the thug, positioning the Thug for a charge from a nearby friendly figure. Or he could leave both figures in the same position. This movement of figures can mean a figure can be pushed from elevated floors, roofs, etc. If this occurs, apply fall damage as outlined these rules. Fighting along old ruined rooftops can be dangerous.

Waves of Magic (WoM)

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Every round before initiative is rolled, roll a single d12 die. This is the amount of Magic in the area this

turn that is available to a Wizards warband. These points are treated like points in an item of power

(Orb/Staff) to help assist in casting spells. The WoM value rolled is the same for all teams playing

(Example, if a nine is rolled, all warbands have 9 power points available to them). The WoM value is

shared between the Wizard and Apprentice as a pool. (Example: WoM rolled is 9. I may use 6 points to

empower a wizard spell, leaving 3 points for my Apprentice phase).

When casting spells a D12 die is used (instead of the D20 used in Standard Frostgrave). Health can still

be used to push spells, but since health values are reduced from Frostgrave standard, it’s a bit riskier a

proposition. Will rolls to resist spells also use a D12, however WoM points used to cast spells do NOT

increase the difficulty of the spell Will resist roll, only the cast roll and any health or item of power

points used to power the spell count toward difficulty.

Spell selection advice: Pick a wide assortment of spells from easy to cast to difficult. You will want to

have spells to cast when the waves are low, and you will want to pull out a near free Biggie when they

are high. Sticking to only Big Spells or simple easy ones will leave you with less ability to take advantage

of the free magic! If a WoM is a 12, summon demon by a level 1 wizard can put a greater demon on the

table almost twice as often! Much better odds than the roll of a 20 on a D20. Plus the wizard would only

have to push 1 point of health instead if 5 to make it happen. You are in greater control of your spell

casting, take advantage of it.

Injured Status Now Optional

These rules recommend playing without injured movement and attack penalties.

Reading Original Frostgrave Rules with the New Mechanics

Since we no longer use numbered dice for combat, adding a +2 Fight to a rolled 2 skulls doesn’t really

work. All +/- numbers listed in the Frostgrave rulebook add to the number of dice rolled.

An example: A Thief finds a magical dagger, not wanting to share it, he hides it away so the wizard

doesn’t see it. A magical weapon has +1 fight. So now when the thief attacks next game, he rolls 6

attack dice instead of 5.

There are also spells that do direct damage that have a +# to the attack. In Frostscape, all wizards and

apprentices have a Spell Attack value of 0. This value cannot be increased by leveling and will remain 0

(potential damage output of spells shall be fixed). Any spells that have you roll an attack, will roll a

number of attack dice of the value listed in the spell.

An example: At the beginning of the turn, the WoM roll is 5. A players elementalist wizard decides to

not cast a spell this turn (and so leaving all the WoM for his apprentice). An elementalist apprentice

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decides he wants to try to cast elemental bolt. He rolls an 8 on his casting roll, plus the 5 WoM, -2 for

being a lowly apprentice, for a total of 11 (a failure). He decides to push the spell with 1 life point

(taking him from 5 life to 4). With a 12 the spell is a success! The apprentice targets a man-at-arms

soldier in his line of sight. He rolls 8 attack dice (0 spell attack + 8 attack from the Elemental Bolt spell

and gets 6 skulls, a mighty blast. The man-at-arms rolls 5 defense dice, getting only 2 shields. The

soldier takes 4 wounds (5 skulls - 2 shields) leaving him with only 1 wound, almost killing him!

Also note the spell GLOW does NOT help attack spells, spells are no longer considered "shooting

attacks".

The list of spells that use the above rule are as follows: BONEDART DESTRUCTIVE SPHERE ELEMENTAL BALL ELEMENTAL BOLT POISON DART PUSH SCATTERSHOT (as modified below)

Spell Modifications to align with new rules

Due to some of the rule and stat changes, some spells require modification/clarification on their use. Due to the spell casting rolls being based upon WoM plus a casting roll, all out of game spells are done by rolling two D12 dice and adding the results. LEAP Summoner / 8 / Line of Sight A figure with leap successfully cast on it will make a full 10” move on its next move or charge action taken and replaces the rules outlined for move and charge above this action. The position for the model must be a legal place on the battlefield terrain where the model can sit flat on its base. If the 10” move puts the leaping model touching or overlapping an enemy base, move the leaping figure to the nearest side of the enemy model from the leaping position. Leave the models in base-2-base contact. If the leaping figure still has a free action left after moving with leap, it may initiate any action normally allowed to it (except for move or charge obviously). Yes this does mean warhounds can charge farther then if they leap with this spell (terrain permitting). Yes a model can leap and attack. ABSORB KNOWLEDGE Sigilist / 8 / Out of Game This spell can only be cast by a wizard, and allows him to absorb the knowledge from a written work without having to read it. A wizard immediately gains a level. This spell may only be cast after a game in which the wizard was not reduced to 0 Health. The number of Absorbed Knowledge levels a wizard can have can never be more than half the total number of matches the wizard has played (rounded up). BLINDING LIGHT Thaumaturge / 10 / Line of Sight

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The target must make an immediate Will roll versus the casting roll. If he fails, he may not attack, shoot, or cast Line of Sight spells. His Fight stat is reduced to 2 and Move to 1. At the start of each turn, the figure may attempt to break the spell by making another Will roll against the same target, otherwise the effects last until the end of the game. BONES OF THE EARTH Necromancer / 10 / Line of Sight A skeletal hand reaches out of the ground and grabs the target’s ankle. The target is held fast and may not move. Any magic form of movement will allow the target to escape the hand. Otherwise, the only way to escape the hand is to fight. The hand has Fight 2, Armor 2 and Health 1. If the hand is damaged, it vanishes, and the target is free. This spell may only be cast against a target that is standing on ground level. The maximum range for this spell is 18”. ELEMENTAL HAMMER Elementalist / 10 / Line of Sight This spell is cast upon a weapon. The next time this weapon causes at least 1 point of damage, it inflicts an additional 2 points of damage. INVISIBILITY Illusionist / 12 / Touch The target figure becomes invisible and may not be attacked or targeted by spells (although he may still be affected by area effects, such as the blast radius of a Grenade spell). The target figure shall always be considered "out of line of sight" for any targeting. The effects of this spell last until the target attacks, casts a spell, or picks up an item of treasure. The spell can be cast on a figure already carrying treasure, rendering both invisible. SCATTER SHOT Elementalist / 12 / Area Effect The spellcaster may make one +2 attack against every enemy figure (either from an opposing warband or a creature) within 12”. This may include enemy figures in combat, although the normal rules for shooting into combat are followed in this case. STEAL HEALTH Necromancer / 10 / Line of Sight The target must make an immediate Will roll versus the casting roll. If failed, the target immediately loses 2 Health and the spellcaster regains 1 Health. This may not take the spellcaster above his starting health. This spell has no effect on undead, constructs or demons. A spellcaster may target a member of his own warband – if he does, however, the target will immediately (and permanently) leave the warband and will move as quickly as possible off the board.

Magic Item Modifications to align with new rules

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Due to some of the rule and stat changes, some item rules require modification/clarification on their use: Belt of Animal Repellance As Will rolls now use the D12, the target of the resistance roll is now 10.

Base Modifications to align with new rules

Due to some of the rule and stat changes, some Base rules require modification/clarification on their use: Labratory A mostly still-standing residence of a wizard from long ago. It is still filled with his notes and experiments. After each game the warband may roll one d20. On a 10–19, they find a random Potion. On a 20 they discover three. Carrier Pigeons Carrier pigeons allow a wizard to more easily get messages to his agents outside Frostgrave. Soldiers hired by the wizard cost 1gc or 1% less (whichever is greater).

Scenario Modifications to align with new rules

As gaining levels is now based on winning and losing the match, all scenario experience bonuses should be ignored except for the well as outlined below. THE WELL OF DREAMS AND SORROWS A wizard gains a level if he drinks from the well. Leveling up shall happen after the match as normal. GENIE IN THE BOTTLE The Genie stats should be modified as follows: M7 F5 S4 A5 Will+5 W7

Winning the Match and Gaining Wizard Levels

Winning the Match When all the treasure tokens have been removed from the table, or a warband has withdrawn all its figures from the table, or all the figures of a warband have been killed and/or left the table, the match is over. If a Wizards warband removes more treasure tokens from the map than his opponent, it has won the match. If both Warbands remove the same number of treasure tokens from the map, it is considered a draw. If a Wizards warband prevents his opponent from capturing ANY treasure tokens from the map it is considered an Outstanding Victory!

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Gaining Levels If a Wizard has lost the match or had a draw, he gains 1 level. If a wizard has won the match, he gains 2 levels. If a wizard has an Outstanding Victory, he gains 3 levels. If a wizard has a match against another wizard that is 5 or more levels higher than himself, he gains an extra level. Example: A 1st level wizard has a match against a 6th level wizard. The 1st level wizard has an Outstanding Victory against the 6th level wizard (the 6th level wizard captured no treasures at all). The 1st level wizard gains 4 levels and is 5th level. The 6th level wizard is now 7th level. If they fight again and the same 5th level wizard has ANOTHER outstanding victory, they will both be 8th level. Identifying captured treasure and purchasing warband members, gear, and hideout upgrades Per Frostgrave standard rules.

Soldier Descriptions (fluff)

Warhounds Loved companions of the warband soldiers, always loyal and protective, or starved and caged by the unscrupulous, turned into wild beasts ready for blood, the warhounds make for cheap fodder or fast foot troops to harass the enemy warband. Being fleet of foot, low cost to replace, and their smaller size makes them perfect for front line shock troops. Thugs Either common low-life’s picked up from the latest ship to make port or young infantrymen in training, wanting to make a name for themselves, it only takes a single captured treasure to pay their way for a year. Somebody has to do the grunt work, and these guys are at the top of that list. Infantrymen and Men-at-Arms Trained fighters and experienced soldiers, these warriors for hire often form the muscle and defense force for new wizards looking to make a name for themselves in Frostgrave. Work is hard to come by nowadays, so you can find these soldiers hanging out in local guild halls, arenas and training grounds, looking to make a good days pay. Thieves Thieves can be hired at the local thief’s guild, if you can find it. Good at getting the treasures out of Frostgrave quickly and efficiently. You want that treasure without a hassle, the thief is your man. Light in the shorts, but get a couple together in a group, and even the stalwart knight will be shaking in his armor, as multiple thieves become a whirl of daggers, putting out unexpected levels of damage in a short amount of time.

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Apothecary Shopping for health and invisibility potions after a long day in Frostgrave can be such a chore for a Wizard. Why not hire your own Alchemist and save yourself the trouble. A properly timed potion in the heat of battle can swing things into your favor so it’s always good to have a pot or two at hand. Apothecary’s are always looking to test out their new concoctions on the foolish brave people of Frostgrave, and are easily hired. Archers Having air superiority over a warband at a ruins site is key to grabbing the most spoils. These trained bowman are the first stop for new wizards aware of the bows ability to control the situation. Either pelting a fleeing warband from behind, or softening up an advancing force before you strike them down, bowman can make for a bad day to ground pounding heavy warbands. Knights Devoted warriors and strong leaders (either for good or ill) Knights are defenders, usually forming the last line of defense for their leaders. Slow moving and determined, lesser foes break like water on a rocky beach as they trudge forward. Keep them at a distance and keep safe. For if you find your enemies Knights deep in your territory, discretion may just be the better part of valor for your warband. Barbarians Tribesmen from the north, with two handed blades as wide as their shoulders, they provide the best bang for the Wizards coin if they just want something dead. The large sweeping swords of these thick skinned Northmen punch holes into the enemy lines, making way for a wizard to claim the spoils. They are trained warriors good with the blade, but the sight of blood and the pain of battle can turn these warriors into killing machines. Kill them quick or run for the hills. Rangers Jacks of all trades, these world hardened soldiers find home where they lay their heads. Light on their feet, trained with a bow, and masters of swordplay, lesser foes can find the blades of these roadway men in their chests before they even unsheathed their sword. A group of Rangers can do it all, need those two infantry men down next round? "Got it Chief!" Need that treasure off the board quick? "I’m on it!" Their flexibility makes ruin running strategy an easy affair, leaving more time for the Wizard to think about his spells. Crossbowmen Technology is an advantage, but it has a price. The crossbowmen do not come cheap, but when your opponent’s warband is stacked with mail armor, the extra punch the crossbow provides is worth every half coin. Set them in areas where they can watch over choke points and watch the enemies Wizard second guess his career choice. Trackers Local experts and wild men, the Trackers know the Frostgrave ruins like the back of their hand. Getting to the treasures quickly and pointing out Monster Lairs (and how to avoid them) make these soldiers welcome in any warband. They are a territorial bunch however. Wanting a good price for their services means they take pride in their work. "Nobody knows this area better than me!" is often heard, and they will not put up with others trying to prove them wrong.

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Templars Frostgrave was not only a pinnacle of Magic, it was also a pinnacle of Religion. Templars are the blade arm of their church and deity. Finding relics that belong to their church drives them into the frosty depths. It takes a hefty fee to bribe...ehr, eh, convince a Templar to join a warband, and when they do, they always ask for first pick of any holy relics. But few can match the combined staying power and might of these soldiers in the ruins. Treasure Hunters Treasure Hunters, Adventurers, Dungeon Explorers, they go by many names, but these rare warriors have trained themselves in the school of hard knocks to be the best. Delving deep into caverns to capture lost riches, Treasure Hunters have become experts at slaying the beasts above and below. But finding the right one can be difficult. It’s a glamourous life and there are many posing as adventurers looking for work around the outskirts of Frostgrave. But Treasure Hunting is dangerous business. Most die horribly on their first delves. The ones that survive, repeatedly, bringing with them the experience and treasure of the dungeon are few, and expensive, if they are worth their salt. Marksmen Assassins by any other name, the Marksmen are the best of the best. Unfortunately for a young Wizards coin purse, they know it. Killing without being seen is their game. Most are found with custom crossbows by their own design. They off an air of mystery and fear when they are near. Wizards lucky enough to hire one of these killing machines often revise their whole ruin running strategies around these mysterious warriors. Always a part of a local assassin’s guild, there is great honor among these thieves. As they would never pinch on another assassins mark, finding two of these killers willing to join the same band is a near impossibility.

The Tables

WIZARDS

Type Move Fight Shoot Armour Will Health Cost Special Abilities / Rules

Equipment (already included in

stats and abilities)

Starting Wizard 6 6 2 3 4 6 Free Spells, Wizard Activation Round

Hand Weapon, Bow or Crossbow

(Bow is an additional 25gc,

Crossbow is an additional 50gc)

Apprentice 6 4 (-2) 1 (-1) 3 2 (-2) 5 (-1) 200 Spells, Apprentice Activation Round

Hand Weapon, Bow or Crossbow

(Bow is an additional 25gc,

Crossbow is an additional 50gc)

Bow Long range (>12") -1 shoot attack dice

Crossbow

Long range (>12") -1 shoot attack dice

and Heavy Bolt ( x= count as extra hit)

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Note: No, a new lvl 0 apprentice cannot shoot a bow long range. They can barely pull the string back.

WARBANDS

Type Move Fight Shoot Armour Will Health Cost Special Abilities / Rules

Equipment (already included in

stats and abilities) Cosmentic

Only

Warhound/Animal 8 4 0 3 2 3 10 Cant carry treasure or Items None

Thug 6 5 0 3 -1 4 20 None Hand Weapon

Infantryman 6 5 0 4 0 4 50 None

Two-Handed Weapon, Leather

Armour

Man At Arms 6 5 0 5 1 5 80 None

Hand Weapon, Shield, Leather

Armour

Thief 7 5 0 3 0 4 80Backstab (x= count as extra hits if target

outnumbered)Dagger

Apothecary 6 3 0 3 0 5 100 Potions

Staff, starts each game carrying a

healing potion

Archer 6 5 5 4 0 4 100 Long range (>12") -1 shoot attack dice Bow, Dagger, Leather Armour

Knight 5 5 0 6 1 5 125 Shield Expert (x= count as extra shield)

Hand Weapon, Shield, Mail

Armour

Barbarian 6 7 0 3 3 6 125Bloodrage (x= count as unblockable hits

after Barbarian is 1/2 helath)Two Handed Weapon

Ranger 7 5 5 4 2 5 150

Long range (>12") -1 shoot attack dice,

and Counter Strike (extra defense

shields = hit)

Bow, Hand Weapon, Leather

Armour

Crossbowman 6 4 5 4 0 4 150Long range (>12") -1 shoot attack dice

and Heavy Bolt ( x= count as extra hit)

Crossbow, Dagger, Leather

Armour

Templar 5 6 0 5 1 6 150 Heavy Blade (x=count as extra hit)

Two-Handed Weapon, Mail

Armour

Tracker 7 5 5 4 1 5 150

Wildlife Expert (Can reroll wandering

monster random move within 16"), (only

1 per warband)

Staff, Bow, Leather Armour

Treasure Hunter 6 6 0 4 2 5 200

In and Out (not slowed by carying

treasure and can melee attack and

defend while carrying treasure , and

Dungeon Delver (+1 Fight vs Wandering

Monsters) , (only 1 per warband)

Hand Weapon, Dagger, Leather

Armour

Marksman 5 4 6 5 1 4 200

Dead Eye ( x= count as 2 extra hits and

short range (<12") +1 Shoot Dice), (only 1

per warband)

Crossbow, Hand Weapon, Mail

Armour

x = Special on attack dice

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