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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)

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.

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 ITS 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 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.

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.

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.

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 1with 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)

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.

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 doesnt 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
doesnt 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

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

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.

Magic Item Modifications to align with new rules

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 1019, 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!

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-lifes 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 thiefs 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.

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

Special Abilities / Rules

Free

Spells, Wizard Activation Round

4 (-2)

1 (-1)

2 (-2)

5 (-1)

200
Bow

Spells, Apprentice Activation Round


Long range (>12") -1 shoot attack dice
Long range (>12") -1 shoot attack dice
Crossbow and Heavy Bolt ( x= count as extra hit)

Equipment (already included in


stats and abilities)
Hand Weapon, Bow or Crossbow
(Bow is an additional 25gc,
Crossbow is an additional 50gc)
Hand Weapon, Bow or Crossbow
(Bow is an additional 25gc,
Crossbow is an additional 50gc)

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

Cant carry treasure or Items


None

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

Shield Expert (x= count as extra shield)


Bloodrage (x= count as unblockable hits
after Barbarian is 1/2 helath)
Long range (>12") -1 shoot attack dice,
and Counter Strike (extra defense
shields = hit)
Long range (>12") -1 shoot attack dice
and Heavy Bolt ( x= count as extra hit)

Ranger

150

Crossbowman

150

Templar

150

Tracker

150

Treasure Hunter

Marksman

200

200

Special Abilities / Rules

Heavy Blade (x=count as extra hit)


Wildlife Expert (Can reroll wandering
monster random move within 16"), (only
1 per warband)
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)
Dead Eye ( x= count as 2 extra hits and
short range (<12") +1 Shoot Dice), (only 1
per warband)
x = Special on attack dice

Equipment (already included in


stats and abilities) Cosmentic
Only
None

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

Hand Weapon, Dagger, Leather


Armour

Crossbow, Hand Weapon, Mail


Armour

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

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