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Frostgrave

This document summarizes key rules for the Frostgrave wargame, including: - Wizards can have up to 8 spells from their aligned, neutral, or opposed schools. Apprentices cast at -2. - Initiative is determined each turn, then wizards, apprentices, soldiers, and creatures activate in order. Figures get 2 actions per turn like move, fight, shoot, etc. - Common weapons, their ranges, damage, and notes. Soldiers start with standard equipment that can be purchased. - Movement and combat rules, including modifiers for supporting figures, terrain, wounds, and more. - Spellcasting requires rolling equal or higher than the casting number, with risks for failure

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100% found this document useful (3 votes)
9K views2 pages

Frostgrave

This document summarizes key rules for the Frostgrave wargame, including: - Wizards can have up to 8 spells from their aligned, neutral, or opposed schools. Apprentices cast at -2. - Initiative is determined each turn, then wizards, apprentices, soldiers, and creatures activate in order. Figures get 2 actions per turn like move, fight, shoot, etc. - Common weapons, their ranges, damage, and notes. Soldiers start with standard equipment that can be purchased. - Movement and combat rules, including modifiers for supporting figures, terrain, wounds, and more. - Spellcasting requires rolling equal or higher than the casting number, with risks for failure

Uploaded by

Kyubi_no_kitsune
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Frostgrave

Items (P.19)

Wizard (8 spells) (P.18)


Type:
Must have 3 spells from own
Aligned: +2
Must have 1 spell from each
Neutral: +4
May have 2 from different schools
Opposed: +6
Apprentice cast at -2

Turn order (P.28)


Initiative
Roll for who goes first in each of the
following phases
Wizard
Activate ALL Wizards plus up to 3 soldiers
within 3
Apprentice
Activate ALL Apprentices plus up to 3 unactivated soldiers within 3
Soldiers
Activate ALL un-activated soldiers
Creature
Activate All creatures
Activations
All figures have 2 activations
Actions
Move (must use one activation)
2nd Move (1/2 distance)
Fight
Shoot
Spellcast
Collect / drop treasure
Special
Group Activations
1. Activate soldiers before
Wizard moves
2. Move Wizard and all
soldiers first
3. 2nd action

Wizards
Apprentices

Slots
5
4

At Start
Staff / Hand
weapon

Soldiers

Standard
equipment

Weapons (P.24)
Fight

Range

Dagger
2H
Weapon
Staff
Bow

24

Crossbow

24

Unarmed

Damage

For 5 Gold each


Dagger, 2H
Weapon, Bow or
Crossbow

Opponents
Damage

Notes

-1
+2
-1

-2

+2

-1
Load and
fire as 1
action
Reload
instead of
move

-2

Movement (P.32)
Obstructions
-2 for every 1 vertical
Rough
Double cost to move in
Combat
Can not move
Forcing Combat
Uncommitted Enemy may engage if you move within 1
Off Board
If forced off stop at edge, no further effect
Jumping
Can jump up to 4 but must have run up of same distance
Falling
<3 no effect
>3 Damage = distance * 1.5 (ie 5 = 7 damage)

Combat (P.35)
Both figures roll d20+Fight+mods
Highest wins (Tie both hit)
Damage = Winners initial roll-Targets Armour
Winner CAN push loser back 1 (out of combat)
Modifiers
Mod Notes
Supporting figures
+2
Supporting figures can not be in combat with another figure
Critical Hit
If a natural 20 is rolled, auto hit, double damage
Shooting
As above but use Defenders Fight skill not Armour
Modifiers
Mod Notes
Intervening Terrain +1
Cumulative
Figure in base contact is in cover
Light Cover
+2
Heavy Cover
+4
Hasty Shot
+1
Shooter moved
Large Target
-2
Shooting into combat
Randomly determine target then shoot

Wounded
Any figure with 4 or less health
Only 1 Action
-2 to all die rolls
Undead are not effected

Spellcasting (P.42)

Creature Actions (P.45)

Can not cast while in combat


Nominate target
Roll d20 + Casters Mod
Must be equal or greater than Casting
Number
If less caster suffers:
Failed by Damage
1-4
0
5-9
1
10-19
2
20
5
Empowering
Caster can trade Health point to boast spell
rolls.
Resisting Spells
Roll d20 + WILL
Must beat Casters casting roll

Creatures:
Never attack another creature
Always Force Combat
1st Action
Is Creature in combat
Fight

Collecting Treasure (P.44)

Ending the Game (P.47)

Can not collect if enemy within 1


A figure can carry 1 token
Move halved
Fight -1

One player has no figures left


Last treasure token exits board

Is there a figure in 10
and LOS
Other

Move towards
Random
direction

2nd Action
Move into
combat
Fight or move

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