Frostgrave 2e QRS.pdf

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QUICK REFERENCE
Turn Order
Initiative: Roll to see who goes first in each of the following phases.
Wizard Phase: Each player activates their wizard plus up to 3 soldiers within 3”.
Apprentice Phase: Each player activates their apprentice plus up to 3 soldiers
within 3”.
Soldier Phase: Each player activates all their soldiers that have not previously
activated.
Creature Phase: All non-controlled creatures activate.
Activation
All figures normally have 2 actions.
Move (must use one activation).
2nd Move (1/2 distance).
Fight.
Shoot.
Cast spell.
Pick up / drop treasure.
Special.
ACTIONS
All figures in a group activation must move as their first action.
GROUP ACTIV
ATION
Movement
Climbing or Rough Ground: 2” for every 1” or partial 1”.
Jumping: Figures can jump up to 4” horizontally, but must have moved the
same distance in a straight line.
Combat: A figure In Combat may not move.
Forcing Combat: A figure not In Combat may intercept an enemy figure that
moves within 1”.
Falling: Less than 3” – no effect Greater than 3” – take damage = 1.5 x
distance in inches.
Swimming: Make a Will Roll (TN5), taking into account the modifiers (see
page
51).
If successful activates as normal. If it fails, no actions this turn and
takes damage equal to the amount by which it failed its Swimming Roll.
Run for it: For its first action a figure may move 3” regardless of any
movement penalties. After having done so, their activation immediately ends.
Combat
Both figures make a Combat Roll – roll a die and add the figure’s Fight stat and
any other relevant modifiers (e.g. bonuses from magic or supporting figures).
Determine the winner by comparing Combat Rolls – highest wins.
Add any damage modifiers (such as +2 for a two-handed weapon or -1 for a
dagger) to the winner’s Combat Roll.
Subtract the opponent’s Armour stat from this total.
Apply any damage multipliers (such as the Ice Toad’s x2)
If the final total is greater than 0, subtract that many points from the loser’s
Health. If it is 0 or negative, no damage is done.
The winner now has the choice to remain in combat or push either
themselves or their opponent back by 1”.
General Arms and Armour Table
Weapon
Dagger
Hand Weapon
Two-Handed
Weapon
Staff
Bow
Crossbow
Unarmed
Armour
Shield
Light Armour
Heavy Armour
Damage
Modifier
-1
+2
-1
+2
-2
Armour
Modifier
+1
+1
+2
Maximum Notes
Range
24”
24”
Notes
May not be carried with a two-handed weapon or staff
-1 Move
First dagger does not take up an item slot.
Takes up two item slots.
-1 damage modifier to opponent in hand-to-hand combat
Load and fire as a single action; must have a quiver
Load and fire as separate actions; may reload in place of
movement; must have a quiver
-2 Fight
MULTIPLE COMBATS
Multiple Combat Modifier Table
Circumstance
Supporting Figure
Modifier
+2
Notes
Every friendly figure also in combat with the target figure and not in
combat with another figure gives a +2. This is cumulative, so three
eligible supporting figures would grant a +6 modifier. Note that only
one figure per combat may end up with a modifier from supporting
figures, so if both figures are eligible for a +2 modifier they cancel each
other out and both figures fight at +0. Similarly, if one is eligible for a
+4 modifier and the other for a +2, the first fights at +2 and the second
at +0. A figure may never claim more than +6 from supporting figures.
Shooting
The shooter checks range and line of sight, then declares their target.
The shooter makes a Shooting Roll – roll a die and add the figure’s Shoot stat.
The target makes a Combat Roll – roll a die and add its Fight stat and any
relevant shooting defence modifiers.
Determine the winner by comparing the shooter’s Shooting Roll to the target’s
Combat Roll – highest wins.
If the target is the winner, or the scores are equal, the attack misses.
If the shooter is the winner, add any damage modifiers (such as +2 for a
crossbow) to the Shooting Roll.
Subtract the opponent’s Armour stat from this total.
Apply any damage multipliers.
If the final total is greater than 0, subtract that many points from the target’s
Health. If it is 0 or negative, no damage is done.
Shooting Defence Modifier Table
Circumstance
Intervening Terrain
Modifier
+1
Notes
Every piece of intervening terrain 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 instead of intervening terrain.
If the shooter is in base contact with a terrain piece, it does not count
as intervening terrain, though it may block line of sight. Other figures
do count as intervening terrain.
The target is in contact with solid cover (e.g. rocks, walls, thick wood,
other figures) that obscures up to half of its body, or with soft cover
(e.g. bushes, undergrowth) that almost completely obscures its body.
The target is in contact with solid cover that almost completely
obscures its body.
The shooter previously moved during this activation
The target is particularly tall or unusually broad. This normally only
applies to creatures with the Large trait.
Light Cover
+2
Heavy Cover
Hasty Shot
Large Target
+4
+1
-2
Spell Casting
Roll a die. -2 to the roll if Apprentice. Roll must be equal to or greater than the
Casting Number.
Increase Casting Roll by 1 for every 1 health spent.
Spell Failure Table
Amount By Which Casting Roll Failed
1–4
5–9
10–19
20+
Damage Taken by Spellcaster
None
1 Damage
2 Damage
5 Damage
EMPOWERING
Collecting Treasure
Treasure cannot be picked up if an enemy is within 1”.
A figure may only carry one treasure token.
A figure carrying treasure has its Move halved.
A figure carrying treasure that is armed with either a shield, two-handed
weapon, staff, bow, or crossbow, is encumbered, and has -1 Fight as well as
having its move halved.
Creature Actions
Creatures will never attack another creature and will always force combat if
possible.
Step
Yes
No
Proceed to Step 2
It will use its action to fight. If it wins the combat, it will
1. Is the Creature
choose to stay in combat. If a creature is in combat with
more than one opponent, it will attack the one with the
in Combat?
lowest current Health.
If the creature is armed with a missile weapon, and there is
a warband member within range, it will shoot at the closest
eligible target. It will take no second action. If the creature
has no missile weapon, it will move as far as it can towards
the closest visible warband member, climbing obstacles as
necessary. The creature will move into combat if possible.
If the creature has moved into combat and has an action
remaining go to Step 1.
2. Is there a
Warband Member
in Line of Sight?
Proceed to Step 3
3. Random
Movement
The creature will make its full Move in a random direction. If the creature moves
into a wall or other obstacle, halt its movement at that point. Once this movement
is complete, if the creature has an action remaining, check Step 2 once more – if
no target has presented itself, the creature’s activation ends, and no second action
is taken, otherwise, proceed with Step 2 as normal.
Post-Game Sequence
After each scenario, each player should follow these steps in this order:
Injury and Death (page
73)
Out of Game Spells (page
81)
Experience and Level (page
82)
Counting Treasure (page
85)
Spend Treasure (page
103)
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