Frostgrave - Sellsword.pdf

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I
FOREWORD
Sellsword
is a mini-expansion for
Frostgrave: Fantasy Wargames in the Frozen City.
This expansion gives wizards the option to hire a captain, a special type of soldier,
to help lead their warbands. Unlike other soldiers in the game, captains may
choose their own weapons, have a few special abilities known as ‘tricks of the
trade’, and gain experience. Of course, such experience and versatility comes at
a price, so captains are going to want more than the retainer given to most
soldiers – they want a cut of the treasure!
Including captains in your games of
Frostgrave
introduces new tactical
possibilities and variation. It also, however, adds a bit more complexity and book-
keeping, which may not be for everyone. Before a player hires a captain, they
should discuss it with their regular opponents or gaming group and make sure
that everyone is happy to use these rules. The rules for captains are optional and,
as such, you should assume they are not being used unless everyone has agreed
to do so beforehand.
Also included in this expansion are three new scenarios designed to give
soldiers more of a chance to shine. All feature some type of limitation or obstacle
to spellcasting that will hopefully force wizards to think a bit more about how
much they rely on their magic.
Finally, as with all
Frostgrave
material, use what you like, discard what you don’t,
and feel free to change the game in any way that makes it more fun for you!
INTRODUCTION
A life devoted to magic leaves little time for anything else. So, while most of the
wizards who explore the ruins of Frostgrave recognize the need to hire soldiers,
they tend to have little time or inclination to oversee the organization and day-
to-day running of their warbands. For that reason, many wizards hire captains, to
lead their men. These experienced warriors, usually veterans of many battles, are
dangerous fighters who have learned a few tricks over the course of their
careers…
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THE CAPTAIN
A wizard may hire a captain to lead his warband. He may hire a captain when
constructing his initial warband or after any game. A wizard may dismiss his
captain after any game and hire another one, but he may never have more than
one captain in his warband at any time.
Captain
M
6
F
+2
S
+1
A
10
W
+3
H
12
Cost
100gc
Notes
Stat Increase, Additional Equipment,
5 item slots, Group Activation, Tricks
of the Trade, Experience and Levels,
Survivor, Share of the Treasure
When a wizard hires a captain, he may choose one of the following stat increases
for him: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line
should be changed accordingly.
STAT INCREASE
A captain is experienced in the use of a variety of weapons, and a wizard may
pay before or after any game to equip him from the
Captain Equipment Table,
below. A captain armed with a staff or two-handed weapon may not be equipped
with a shield or any other weapon except a bow or crossbow. A captain can have
either a dagger or a shield, but not both, and may wear either leather or mail
armour, but not both. Each weapon or piece of armour so purchased counts as
one item for the purposes of carrying items.
Captain Equipment Table
Equipment
Hand Weapon
Leather Armour
Dagger
Bow
Crossbow
Two-Handed Weapon
Staff
Mail Armour
Shield
Cost
Free
Free
5gc
5gc
5gc
5gc
5gc
5gc
5gc
+2 Armour, -1 Move
+1 Armour
+1 Armour
+1 Fight if used in conjunction with a hand weapon
Notes
ADDITIONAL EQUIPMENT
A captain may carry up to 5 items, including any of the standard weapons and
armour purchased as above.
A captain may be given any type of magic weapon, provided none of the
equipment combination rules above are violated. Unlike other soldiers, any
magic items given to a captain are considered to be his personal equipment, and
may not be taken back by a wizard or redistributed to another member of the
warband. A wizard may order his captain to switch any of his current items for
new ones, but any items so replaced are considered lost for campaign purposes.
If a captain is dismissed from the warband, he takes whatever items he is carrying
with him.
5 ITEM SLOTS
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Captains activate just like any other soldier with one exception. If the captain is
activating in the Soldier Phase, he may declare a Group Activation with one
other soldier within 3” of him who has not yet been activated in the turn. The
captain and this soldier may both move and then both take their second actions.
GROUP ACTIV
ATION
Unlike other soldiers, captains have unique abilities known as
‘tricks of the trade’. A starting captain has two different tricks,
which must be chosen from the table below when he is hired.
Each trick may be used once, and only once, during a game,
so it is important to keep track of which tricks have been used.
Using a trick does not require a special action to be taken
– a player simply declares that it is being used at the
appropriate moment, as noted in the
Tricks of the Trade
Table,
below. There is no limit to the number of tricks that
may be used with a single action or in any one turn. A captain
may use a trick even if he is not currently being activated (e.g.
he may choose to employ a Furious Attack in response to being
attacked by an enemy model), and if two captains are duelling,
both may employ as many tricks as they feel are needed to
carry them to victory.
Tricks of the Trade Table
Trick
Furious Attack
Riposte
Coup de Grâce
Steady Hand
Dead Eye
Brace
Dodge
Nerves of Steel
Iron Heart
Sprint
Leadership
Effect
+3 Fight for one attack
+1 Fight for one attack
+2 Damage to any hand-to-hand attack that has
dealt at least 1 point of damage
+3 Shoot for one attack
+1 Shoot for one attack
+3 Armour for one attack
+1 Armour to one attack
+4 Will for one Will roll
+2 Will for one Will roll
+2 Move for the rest of the turn
If using a Group Activation, the captain may
activate up to three soldiers within 3" who have
not already been activated in the turn
When to Declare
Before the rolls are made
After the rolls are made
After damage is calculated
Before the rolls are made
After the rolls are made
Before the rolls are made
After the rolls are made
Before the roll is made
After the roll is made
Upon activation
Upon activation
TRICKS OF THE TRADE
Like wizards, captains gain experience and can exchange experience for levels.
Captains earn experience during games as follows:
Captain Experience Table
Experience
+10
+10
+10
+20
Achievement
For each game in which the captain takes part
For finishing the game without being reduced to 0 Health
For each enemy soldier or neutral creature the captain takes out of the game
For each enemy spellcaster the captain takes out of the game
EXPERIENCE AND LEVELS
3
3
Like a wizard, when a captain reaches 100 experience he may convert it into a
level. All captains start at level 0 and may reach a maximum of level 10. Every
time a captain gains a level, he may select a new trick. This must be a trick he
does not already have. Alternately, he may increase his Health by +1 (this advance
may be chosen up to two times) or his Will by +1 (this advance may be chosen
only once).
If a captain is knocked out of a game (i.e. reduced to 0 Health or less), he rolls
on the Survival Table for wizards and apprentices instead of checking for survival
as with other soldiers. All results are handled exactly as they are for spellcasters,
with one exception.
If a roll on the Permanent Injury Table ever results in the captain suffering a
Smashed Jaw, the following effect is applied instead:
SMASHED JAW (CAPTAIN)
SURVIVOR
A captain with a Smashed Jaw may not use group activation, even if he has the
Leadership trick. A captain can only receive this injury once. Any further
Smashed Jaw results must be re-rolled.
In addition to the 100gc retainer a wizard must pay to gain the services of a
captain, he must also promise him a share of all gold that is found or acquired
during their exploration of Frostgrave.
A wizard must pay his captain a percentage equal to the
captain’s level + 10,
rounded down, of all gold acquired by the wizard by any means, including the
sale of items. So, for example, a level 3 captain must be given 13% of all gold
acquired.
A captain does not take a share of magic items unless they are sold or given to
him (see above). If a captain is dismissed after a game, he must still be paid his
share of the gold for the previous game.
SHARE OF THE TREASURE
****
Note:
An Illusionary Soldier cannot be a captain.
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