Frostgrave Quick - Reference
Frostgrave Quick - Reference
Frostgrave Quick - Reference
Modifier
Dagger -1
Hand Weapon –
Turn Order (p.28) Two-Handed Weapon +2
• Initiative: Roll for who goes first in each of Staff -1 -1 damage modifier to enemy's attacks in hand-to-hand combat
the following phases
Bow – load and fire as a single action, 24" maximum range
• Wizard Phase: Each player activates his
wizard plus up to 3 soldiers within 3” Crossbow +2 load and fire as separate actions, may reload in place of
• Apprentice Phase: Each player activates mandatory movement, 24" maximum range
his apprentice plus up to 3 soldiers within 3” Unarmed -2 -2 to effective Fight stat
• Soldier Phase: Each player activates
all his soldiers that have not previously Combat (p.35)
activated • Both players roll a die.
• Creature Phase: All non-controlled • Both figures add their Fight stat and any other Fight bonuses. (+2 for supporting figure).
creatures activate • Determine the winner of the combat (in ties, both figures deal damage).
• Add any damage bonuses for two-handed or magic weapons to the winner’s final Fight total.
Activation (p.30) • Subtract the opponent’s armour from this total.
All figures normally have 2 actions. • Apply any damage multipliers (such as the Ice Toad’s x3 damage).
Actions • If this final total is positive, subtract that many points from the loser’s Health. If it is 0
• Move (must use one activation) or negative, no damage is done.
• 2nd Move (1/2 distance) • Winning figure chooses whether to remain In Combat or push back either figure 1”.
• Fight
• Shoot Shooting (p.38)
• Cast spell Same as for combat, except shooter uses Shoot stat while the defender uses Fight stat.
• Pick up / drop treasure In the event of a tie, no damage is done.
• Special
Shooting Modifier Table
Group Activation
Circumstance Modifier Notes
All figures in a group activation must move as
their first action. Intervening Terrain +1 Every piece of intervening terrain or figure between the shooter
and the target gives a +1. This is cumulative, so three pieces of
intervening terrain would provide a +3 modifier. Note that if the
target is in base contact with a terrain piece, it counts as cover
Movement (p.32) instead of intervening terrain. If a shooter is in base contact with a
• Climbing or Rough Ground: 2” for every terrain piece, it does not count as intervening terrain, though it may
1” or partial 1” block line of sight.
• Jumping: Figures can jump up to 4”
Light Cover +2 The target is in contact with cover that obscures up to half of his
horizontally, but must have moved the same body. This includes other figures.
distance in a straight line
• Combat: A figure In Combat may not move Heavy Cover +4 The target is in contact with cover that almost completely obscures
his body. This includes other figures.
• Forcing Combat: A figure not In Combat
may intercept an enemy figure that moves Hasty Shot +1 The shooter previously moved during this activation
within 1” Large Target -2 The target is particularly tall or unusually broad. This normally only
• Falling: Less than 3” – no effect applies to creatures who will have the 'Large' trait.
Greater than 3” – take damage = 1.5 x
distance in inches Spell Casting (p.43)
Roll die. -2 if Apprentice. Roll must be equal to or greater than the Casting Number.
Empowering: Increase Casting Roll by 1 for every 1 health spent.
Collecting Treasure (p.44)
Treasure cannot be picked up if an enemy is Spell Failure Table
within 1”. Amount By Which Casting Roll Failed Damage Taken by Spellcaster
A figure may only carry one treasure token. 1–4 None
A figure carrying treasure has Move halved 5–9 1 Damage
and Fight -1. 10–19 2 Damage
20+ 5 Damage
Creature Actions (p.45) Creatures never attack another creature, always force combat.