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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.
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)
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, its another source for these dice.
Also a pair of D12s are used in spell casting and for the initiative roll.
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 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
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.
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.
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 players 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 figures 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
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.
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, its 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.
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)
BLINDING LIGHT
Thaumaturge / 10 / Line of Sight
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 targets 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.
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.
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.
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 its always good to have a pot or two at hand.
Apothecarys 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? "Im
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
opponents 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.
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. Its 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 assassins 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
Starting Wizard
Apprentice
Move
Fight
Shoot
Armour
Will
Health
Cost
Free
4 (-2)
1 (-1)
2 (-2)
5 (-1)
200
Bow
WARBANDS
Type
Move
Fight
Shoot
Armour
Will
Health
Cost
Warhound/Animal
Thug
8
6
4
5
0
0
3
3
2
-1
3
4
10
20
Infantryman
50
None
Man At Arms
80
Thief
80
None
Backstab (x= count as extra hits if target
outnumbered)
Apothecary
Archer
6
6
3
5
0
5
3
4
0
0
5
4
100
100
Potions
Long range (>12") -1 shoot attack dice
Knight
125
Barbarian
125
Ranger
150
Crossbowman
150
Templar
150
Tracker
150
Treasure Hunter
Marksman
200
200
Hand Weapon
Two-Handed Weapon, Leather
Armour
Hand Weapon, Shield, Leather
Armour
Dagger
Staff, starts each game carrying a
healing potion
Bow, Dagger, Leather Armour
Hand Weapon, Shield, Mail
Armour
Two Handed Weapon
Bow, Hand Weapon, Leather
Armour
Crossbow, Dagger, Leather
Armour
Two-Handed Weapon, Mail
Armour
Staff, Bow, Leather Armour
Note: No, a new lvl 0 apprentice cannot shoot a bow long range. They can barely pull the string back.