Frostgrave Reference Sheet

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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

Frostgrave

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)

Turn order (P.28)

Initiative
Roll for who goes first in each of the
following phases
Wizard
Activate ALL Wizard’s plus up to 3 soldiers
within 3”
Apprentice
Activate ALL Apprentice’s plus up to 3 un-
activated 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)

2

nd

Move (1/2 distance)

Fight

Shoot

Spellcast

Collect / drop treasure

Special

Weapons (P.24)

Fight Range Damage Opponents

Damage

Notes

Dagger

-1

2H
Weapon

+2

Staff

-1

-1

Bow

24”

Load and
fire as 1
action

Crossbow

24”

+2

Reload
instead of
move

Unarmed

-2

-2

Items (P.19)

Slots At Start

For 5 Gold each

Wizards

5

Staff / Hand
weapon

Dagger, 2H
Weapon, Bow or
Crossbow

Apprentices 4

Soldiers

1

Standard
equipment

Group Activations
1. Activate soldiers before

Wizard moves

2. Move Wizard and all

soldiers first

3. 2

nd

action

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Spellcasting (P.42)

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

Collecting Treasure (P.44)

Can not collect if enemy within 1”
A figure can carry 1 token

Move halved

Fight -1

Ending the Game (P.47)

One player has no figures left
Last treasure token exits board

Creature Actions (P.45)

Creatures:

Never attack another creature

Always Force Combat

1

st

Action

2

nd

Action

Is Creature in combat

Fight

Move into
combat

Is there a figure in 10”
and LOS

Move towards

Fight or move

Other

Random
direction

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


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