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How to use

Warband Builder Tab


Yellow cells need player input. Provide your wizard and apprentice names. Select your wizards school from the
dropdown and select if you want to hire an apprentice.
For selecting soldiers, use dropdowns on the “Soldier Type” column to add those to your warband. Watch the gold
remaining in cell L3. You can select up to 4 specialists and the remaining soldiers must come from the Standard
soldier list

Spells Tab
Lots of hidden rows and columns here to try to clean this one up.
Along the top, you’ll see the increased difficulty of the spell schools based on the school you selected on the
warband builder tab.
On the left, a very long table lists all of the spells in the rulebook. The leftmost column gives you a place to select a
spell by placing an X or really anything else. If you change your mind about a spell, make sure you delete out your
mark. All of the spell descriptions are present.
Back near the top of this tab, the “The spells you you picked” table lets you enter in a number from 1 to 8. This will
set the order that they appear when you print from the Warband Printout tab. Don’t repeat numbers and the
prinout only has room for 8 spells.

Warband Printout Tab


Here, double check that everything looks good and hit print. It should print out 2 pages. Once printed, darken in
the extra HP squares that won’t be needed in your next fight.
Along the bottom of the warband page, there is room for recording treasures secured and uncontrolled monsters
slain.
Along the bottom of the spells page, there is room to record failed and successful castings.

Page 1
Warband Builder

Frostgrave 2.0 Warband Builder


Wizard
Name Move Fight Shoot Armour Will
Tanvor 6 2 0 10 4

Apprentice Cost:
Name Move Fight Shoot Armour Will
Durvok 6 0 0 10 2

Warband
SName Soldier Type Move Fight Shoot Armour
### Dor'gru Barbarian 6 +4 +0 10
Specialists

### Falgorn Archer 6 +1 +2 11


###
###
### Hamos Thug 6 +2 +0 10
Standard Soldiers

### Hubert Thug 6 +2 +0 10


### Hurgren Thief 7 +1 +0 10
### Hank Thief 7 +1 +0 10
### Belinda Javelineer 6 +0 +0 10
### Laxon Man-at-Arms 6 +3 +0 12
###
###

Standard Soldier Table


Soldier Move Fight Shoot Armour Will
Thug 6 +2 +0 10 -1
Thief 7 +1 +0 10 +0
War Hound 8 +1 +0 10 -2
Infantryman 6 +3 +0 11 +0
Man-at-Arms 6 +3 +0 12 +1
Javelineer 6 +0 +0 10 +0
Pack Mule 6 +0 +0 10 +0

Crow Master 6 +0 +0 11 +2
Bard 6 +2 +0 11 +4

Rangifer 7 +2 +0 12 +3
Standard Soldier List

Tunnel Fighter 6 +3 +0 11 +1
Trap Expert 6 +2 +0 11 +1

Assassin 6 +2 +0 10 +3

Demonic Servant 6 +1 +0 10 +4

Construct Familiar 6 +1 +0 11 +0

Page 2
Standard Warband Builder
Construct Hound 7 +1 +0 10 -1

Scrounger 5 +3 +0 11 +1

Tinkerer 6 +2 +0 11 +1

Guide 6 +1 +0 11 +1

Trapper 6 +2 +0 11 +1
Apothecary 6 +1 +0 10 +3

Specialist Soldier Table


Soldier Move Fight Shoot Armour Will
Archer 6 +1 +2 11 +0
Crossbowman 6 +1 +2 11 +0
Treasure Hunter 7 +3 +0 11 +2
Tracker 7 +1 +2 11 +1
Knight 5 +4 +0 13 +1
Templar 5 +4 +0 12 +1
Ranger 7 +2 +2 11 +2
Barbarian 6 +4 +0 10 +3

Marksman 5 +2 +2 12 +1
Werewolf 7 +4 +0 11 +5

Demon Hunter 6 +2 +2 11 +2
Monk 6 +4 +0 10 +4

Mystic Warrior 6 +4 +0 10 +4
Specialist Soldier Table

Captain 6 +2 +1 10 +3

Collegium Porter 5 +4 +0 13 +3

Blood Merchant 6 +0 +0 10 +0

Swordmaster 6 +4 +0 11 +1

Vampire Hunter 6 +3 +2 11 +2

Expert Guide 6 +1 +2 11 +1

Trophy Hunter 6 +2 +2 11 +0

Page 3
Warband Builder

Musketeer 6 +2 +2 11 +1

Coachman 6 +2 +2 11 +1

Duellist 6 +3 +2 11 +2

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Warband Builder
Starting Gold Crowns:
Soldiers Hired:
Remaining Gold Crowns:

Health School
14 Elementalist Level:
Experience Earned:
100 Yes Experience Spent:
Health School Experience Remaining:
12 Elementalist Gold Crowns:

Warband
Will Health Cost (gc)
+3 14 125
+0 10 75

-1 10 0
-1 10 0
+0 10 0
+0 10 0
+0 10 25
+1 12 75

Table
Health Cost (gc) Notes
10 0 Hand Weapon
10 0 Dagger
8 10 Animal
10 50 Two-Handed Weapon, Light Armour
12 75 Hand Weapon, Shield, Light Armour
10 25 Javelins (10" range), [TLL 36]
10 20 Dagger, 3 item slots, [TLL 37]
Hand Weapon, Leather Armour,Blood Crow,
10 100 Cannot carry items, [TLL 36]
12 100 Hand Weapon, Leather Armour, [TLL 35]
Hate Undead (+1 Fight and attacks count as
12 - magic when fighting undead creatures)

12 80 Two-Handed Weapon, Leather Armour, [IBP 35]


12 50 2 Daggers, Leather Armour, [IBP 34]
Hand Weapon, Poison, Bonus When Supported,
12 80 Never a Supporting Figure, [FP 30]
Demon, Minor Demonic Attribute, Summoning
10 - Assistance, [FP 32]
Construct, Cannot Carry Treasure, Expert
2 - Climber, Construct Eye-Socket, [FH 28]

Page 5
Warband Builder
10 25 / - Construct, Cannot Carry Treasure, [FH 29]
Staff, Hand Weapon, Light Armour, Extra Black
Market Modification Roll, Modification Discount,
12 60 [FH 29]
Hand Weapon, Wizard Spell Bonus, Always
10 25 Count as Armed with Dagger, [FH 30]
Staff, Dagger, Light Armour, Terrain Expert (X),
12 75 [WW 36]
2 Daggers, Light Armour, Wilderness Survival, Set
12 50 Traps, [WW 37]
12 75 Staff, Healing Potion

Table
Health Cost (gc) Notes
10 75 Bow, Quiver, Dagger, Light Armour
10 75 Crossbow, Quiver, Dagger, Light Armour
12 100 Hand Weapon, Dagger, Light Armour
12 100 Staff, Bow, Quiver, Light Armour
12 125 Hand Weapon, Dagger, Shield, Heavy Armour
12 125 Two-Handed Weapon, Heavy Armour
12 125 Bow, Quiver, Hand Weapon, Dagger
14 125 Two-Handed Weapon, Dagger

12 125 Crossbow, Quiver, Hand Weapon, Heavy Armour


12 200/20 Expert Climber, Cannot Carry Items [PD 80]
Two-Handed Weapon, Crossbow, Leather
12 Varies Armour, Damage Bonus vs Demons, [FP 31]
12 100 Bladed Staff, [FP 34]
Unarmed, Magic Attacks, No Unarmed Penalties,
12 100 [FP 35]
Stat Increase, Additional Equipment, 5 item slots,
Group Activation, Tricks of the Trade, Experience
and Levels, Survivor, Share of the Treasure, [FF
12 100 18]
Construct, Never Attacks Spellcasters, Possible
14 - Scroll, [MM 81]
Hand Weapon, Vial of Blood, Harvest Blood, [BL
12 75 16]
Hand Weapon, Dagger, Light Armour, Supporting
Figure Maximum, Opponent Armour Reduction,
12 125 [BL 17]

Hand Weapon, Crossbow, Quiver, Light Armour,


Magic Attacks (Undead), Hunter’s Will (Vampire),
12 125 Immune to Energy Drain, [BL 17]
Staff, Bow, Quiver, Dagger, Light Armour, Terrain
12 125 Expert (X), [WW 36]
Hand weapon, Bow, Quiver, Dagger, Light
Armour, Wilderness Survival, Prize Taker, [WW
12 125 38]

Page 6
Warband Builder
Musket, Powder Horn, Leather Armour, Hand
10 60 Weapon, [SC1-8]
Blunderbuss, Powder Horn, Leather Armour,
10 60 Hand Weapon, [SC1-8]
2 Pistols, Powder Horn, Leather Armour, Hand
11 100 Weapon, [SC1-8]

Page 7
Warband Builder
400
8
0

0
0
0
0
0

Notes
Two-Handed Weapon, Dagger
Bow, Quiver, Dagger, Light Armour

Hand Weapon
Hand Weapon
Dagger
Dagger
Javelins (10" range), [TLL 36]
Hand Weapon, Shield, Light Armour

Page 8
Warband Builder

Page 9
Spells

Chosen School: Chronomancer Elementalist Enchanter Illusionist Necromancer Sigilist


Elementalist 2 0 2 6 4 4

Beginning with 8 spells known, 3 from your school, 1 from each of your aligned schools, 2 total from your neutral schools
Spells Known: 8
Shhh
Pick Spell (X) School Name Base Casting Your Casting Targeting Description
### Chronomancer Crumble 10 12 LoS This spell can
### Chronomancer Decay 12 14 LoS The spellcaster
### Chronomancer Fast Act 8 10 LoS The spell may o
### Chronomancer Fleet Feet 10 12 LoS The target rece
### Chronomancer Petrify 10 12 LoS The target figure must mak
### X Chronomancer Slow 10 12 LoS The target is r
### Chronomancer Time Store 14 16 Self Only The spellcaster
### Chronomancer Time Walk 14 16 Self Only Wizard only. Th
### Chronomancer Slowfall 8 10 Reaction / LoS This spell allow
### Elementalist Call Storm 12 12 Area Effect All bow and cro
### Elementalist Destructive Sphere 12 12 Area Effect Every figure wi
### Elementalist Elemental Ball 12 12 LoS The spellcaster
### X Elementalist Elemental Bolt 12 12 LoS The spellcaster
### Elementalist Elemental Hammer 10 10 LoS This spell is c
### X Elementalist Elemental Shield 10 10 Self Only The spellcaster
### Elementalist Scatter Shot 12 12 Area Effect The spellcaster
### X Elementalist Wall 10 10 LoS This spell creat
### Elementalist Elemental Lash 12 12 Reaction This spell may
### Enchanter Animate Construct 10 12 OoG B It is assumed t
### Enchanter Control Construct 12 14 LoS The target cons
### Enchanter Embed Enchantment 14 16 OoG A This spell cau
### Enchanter Enchant Armour 8 10 LoS This spell may
### Enchanter Enchant Weapon 8 10 LoS This spell targ
### Enchanter Grenade 10 12 LoS The spellcaster
### X Enchanter Strength 10 12 LoS The target rece
### Enchanter Telekinesis 10 12 LoS The spellcaster
### Illusionist Beauty 10 16 Self Only This spell caus
### Illusionist Blink 12 18 LoS This spell may
### Illusionist Fool’s Gold 10 16 LoS This spell may
### Illusionist Glow 10 16 LoS A brightly glow
### Illusionist Illusionary Soldier 12 18 OoG B OR ToucAn illusionary
### Illusionist Invisibility 12 18 Touch The target figur
### Illusionist Teleport 10 16 Self Only The spellcaster
### Illusionist Transpose 12 18 LoS This spell swit
### Illusionist Flash 8 14 Reaction This spell may
### Necromancer Animate Skull 8 12 LoS The spellcaster
### Necromancer Bone Dart 10 14 LoS This spell fire
### Necromancer Bones of the Earth 10 14 LoS A skeletal hand
### Necromancer Control Undead 12 16 LoS The target unde
### Necromancer Raise Zombie 10 14 OoG B OR ToucThe spellcaster
### Necromancer Spell Eater 12 16 LoS Casting this sp
### Necromancer Steal Health 10 14 LoS The target must

Page 10
Spells
### Necromancer Strike Dead 18 22 LoS This spell targ
### Necromancer Lichdom 20 24 OoG A This spell may
### Necromancer Revenant 14 18 OoG A This spell may be
### Sigilist Absorb Knowledge 12 16 OoG A Wizard only. Th
### Sigilist Bridge 10 14 LoS The spellcaster
### Sigilist Draining Word 14 18 Area Effect This spell draw
### Sigilist Explosive Rune 10 14 LoS The spellcaster
### Sigilist Furious Quill 10 14 LoS The target is a
### Sigilist Power Word 14 18 Area Effect This spell draw
### X Sigilist Push 8 12 LoS The target suff
### Sigilist Write Scroll 12 16 OoG A This spell creat
### Sigilist Capture Incantation 12 16 Reaction This spell capt
### Sigilist Mystic Brand 12 16 OoG B This spell caus
### Soothsayer Awareness 12 16 OoG B If this spellca
### Soothsayer Combat Awareness 12 16 Touch This spell give
### Soothsayer Mind Control 12 16 LoS The target figu
### Soothsayer Mind Lock 12 16 LoS The target of t
### Soothsayer Reveal Secret 12 16 OoG B This spell impa
### Soothsayer Suggestion 12 16 LoS The target of t
### Soothsayer True Sight 10 14 Self Only The spellcaster,
### Soothsayer Wizard Eye 8 12 LoS This spell may
### Soothsayer Deflect 12 16 Reaction This spell may
### Summoner Control Demon 10 12 LoS The target demo
### Summoner Imp 10 12 LoS The spellcaster
### X Summoner Leap 8 10 LoS This spell may
### Summoner Plague of Insects 10 12 LoS The target figu
### Summoner Planar Tear 12 14 LoS The spellcaster
### Summoner Plane Walk 10 12 Self Only Although the sp
### Summoner Possess 12 14 LoS This spell may
### Summoner Summon Demon 12 14 Touch Immediately pla
### Summoner Demonic Servant 10 12 OoG B This spell may
### Thaumaturge Banish 10 14 LoS All demons with
### Thaumaturge Blinding Light 8 12 LoS The target must
### Thaumaturge Circle of Protection 12 16 Touch This spellamay
Creates circlonly be c
his Health reduced by 2
### Thaumaturge Destroy Undead 10 14 LoS The target unde
beyond this effective sta
### Thaumaturge Dispel 12 16 LoS Immediately
may destroy the can homunc
### X Thaumaturge Heal 8 12 LoS This spell rest
wizard is ever killed dur
### Thaumaturge Miraculous Cure 16 20 OoG A Wizardhis
leaves only.
bodyTh and poss
### Thaumaturge Shield 10 14 LoS matures to full
The target recesize. The
### Beastcrafter Animal Manipulation 10 10 LoS the
Thegame in which he die
spellcaster
a permanent reduction of
### Beastcrafter Animal Mutation 14 14 OoG B This spellalive
otherwise mayand free
### Witch Homunculus 14 18 OoG B attempt to create another
### Witch Animal Companion 10 14 OoG B The spellcaste
### Witch Brew Potion 12 16 OoG B The spellcaster
### Witch Control Animal 12 16 LoS The target anim
### Witch Curse 8 12 LoS The target suffe
### Witch Familiar 10 14 OoG B The spellcaster
### Witch Fog 8 12 LoS Place a line of
### Witch Mud 10 14 LoS All ground with
### Witch Poison Dart 10 14 LoS Make an immedia

Page 11
Spells

Bottom
Bottom Bottom Bottom Bottom Bottom Bottom
Bottom
Bottom Bottom Bottom Bottom Bottom Bottom

Page 12
Spells

Soothsayer Summoner Thaumaturge Witch


4 2 4 4

neutral schools
The spells you picked
. Order for Printout Name School
. 1 5 Slow Chronomancer
. 2 1 Elemental Bolt Elementalist
. 3 2 Elemental Shield Elementalist
. 4 3 Wall Elementalist
. 5 4 Strength Enchanter
. 6 7 Push Sigilist
. 7 6 Leap Summoner
. 8 8 Heal Thaumaturge
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Spells
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Page 14
Spells

picked
Your Casting Targeting Description
12 LoS The target is reduced to a maximum of one action per activation (which can be any action, it does not
12 LoS The spellcaster makes a +7 elemental magic shooting attack against a target figure within 16” and line
10 Self Only The spellcaster forms a floating shield that absorbs the next 3 points of damage the spellcaster would
10 LoS This spell creates a 6”-long, 3”-high wall, part of which must be within 10” and line of sight of the spellc
12 LoS The target receives +2 Fight. Multiple Strength spells on the same target have no effect.
12 LoS The target suffers an immediate +10 attack. Instead of taking damage from this attack, the target is m
10 LoS This spell may only be cast on a member of the spellcaster’s warband. Immediately move the target fi
12 LoS This spell restores up to 5 points of lost Health to a target figure within 6”. This spell cannot take a mo

Page 15
Spells

any action, it does not have to be movement). It may make an Will Roll verses the Casting Roll at the end of each of its activations. If succe
gure within 16” and line of sight.
e the spellcaster would normally suffer in combat or from a shooting attack. Once 3 points have been absorbed the spell is cancelled. A spe
ine of sight of the spellcaster. This wall can be climbed as normal. At the end of each turn, after the turn in which the spell was cast, roll a d
no effect.
s attack, the target is moved 1” directly away from the spellcaster for every point of damage they would have taken. If this pushes the target
ately move the target figure up to 10” in any direction, including vertically. This move must either be in a straight line or an arc. It cannot cur
spell cannot take a model above its starting Health. This spell has no effect on undead or constructs.

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Spells

f its activations. If successful the spell is cancelled.

spell is cancelled. A spellcaster may only have one Elemental Shield active at any time.
spell was cast, roll a die, on a 1–4 the wall vanishes.

f this pushes the target into the edge of the table or a piece of terrain over ½” high, they stop immediately. Other figures do not stop (or get
or an arc. It cannot curve around corners. If this move leaves the figure above the ground, it immediately falls, taking damage as normal. If

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Spells

res do not stop (or get hit by) a pushed figure – they are assumed to step out of the way. If this spell is cast from beneath a figure it will pus
g damage as normal. If the target is carrying treasure, this move is reduced to 5”. This move may not take a figure off the table or into comb

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Spells

neath a figure it will push them up. If the target is pushed up or off a height, it suffers falling damage as normal. This spell can push a figure
f the table or into combat. The target of the Leap spell may take no other actions this turn, though it may have taken actions previously.

Page 19
Spells

spell can push a figure out of combat, and as it is not a shooting attack, the target is not randomized.
actions previously.

Page 20
Warband Printout
Warband
Wizard Tanvor 5 10 15 20
Move Fight Shoot Armour Will Health School
6 2 0 10 4 14 Elementalist

Apprentice Durvok 5 10 15 20
Move Fight Shoot Armour Will Health School
6 0 0 10 2 12 Elementalist

Soldiers
Dor'gru Barbarian 5 10 15
Two-Handed
1 Move Fight Shoot Armour Will Max Health
Weapon, Dagger
6 +4 +0 10 +3 14

Falgorn Archer 5 10 15 Bow, Quiver,


2 Move Fight Shoot Armour Will Health Dagger, Light
6 +1 +2 11 +0 10 Armour

Hamos Thug 5 10 15
3 Move Fight Shoot Armour Will Max Health Hand Weapon
6 +2 +0 10 -1 10

Hubert Thug 5 10 15
4 Move Fight Shoot Armour Will Max Health Hand Weapon
6 +2 +0 10 -1 10

Hurgren Thief 5 10 15
5 Move Fight Shoot Armour Will Max Health Dagger
7 +1 +0 10 +0 10

Hank Thief 5 10 15
6 Move Fight Shoot Armour Will Max Health Dagger
7 +1 +0 10 +0 10

Belinda Javelineer 5 10 15
Javelins (10"
7 Move Fight Shoot Armour Will Max Health
range), [TLL 36]
6 +0 +0 10 +0 10

Laxon Man-at-Arms 5 10 15
Hand Weapon,
8 Move Fight Shoot Armour Will Max Health
Shield, Light Armour
6 +3 +0 12 +1 12

5 10 15
9 Move Fight Shoot Armour Will Max Health

5 10 15
10 Move Fight Shoot Armour Will Max Health

Treasure Secured: Uncontrolled Creatures Killed:

Page 21
Warband Printout
Spells
Elemental Bolt Elemental Shield
Elementalist 12 LoS Elementalist 10 Self Only
The spellcaster makes a +7 elemental magic shooting attack against a The spellcaster forms a floating shield that absorbs the next 3 points of
target figure within 16” and line of sight. damage the spellcaster would normally suffer in combat or from a shooting
attack. Once 3 points have been absorbed the spell is cancelled. A
spellcaster may only have one Elemental Shield active at any time.

Wall Strength
Elementalist 10 LoS Enchanter 12 LoS
This spell creates a 6”-long, 3”-high wall, part of which must be within 10” The target receives +2 Fight. Multiple Strength spells on the same target
and line of sight of the spellcaster. This wall can be climbed as normal. At have no effect.
the end of each turn, after the turn in which the spell was cast, roll a die, on
a 1–4 the wall vanishes.

Slow Leap
Chronomancer 12 LoS Summoner 10 LoS
The target is reduced to a maximum of one action per activation (which can This spell may only be cast on a member of the spellcaster’s warband.
be any action, it does not have to be movement). It may make an Will Roll Immediately move the target figure up to 10” in any direction, including
verses the Casting Roll at the end of each of its activations. If successful vertically. This move must either be in a straight line or an arc. It cannot
the spell is cancelled. curve around corners. If this move leaves the figure above the ground, it
immediately falls, taking damage as normal. If the target is carrying
treasure, this move is reduced to 5”. This move may not take a figure off
the table or into combat. The target of the Leap spell may take no other
actions this turn, though it may have taken actions previously.

Push Heal
Sigilist 12 LoS Thaumaturge 12 LoS
The target suffers an immediate +10 attack. Instead of taking damage from This spell restores up to 5 points of lost Health to a target figure within 6”.
this attack, the target is moved 1” directly away from the spellcaster for This spell cannot take a model above its starting Health. This spell has no
every point of damage they would have taken. If this pushes the target into effect on undead or constructs.
the edge of the table or a piece of terrain over ½” high, they stop
immediately. Other figures do not stop (or get hit by) a pushed figure – they
are assumed to step out of the way. If this spell is cast from beneath a
figure it will push them up. If the target is pushed up or off a height, it
suffers falling damage as normal. This spell can push a figure out of
combat, and as it is not a shooting attack, the target is not randomized.

Failed Spells: Successful Spells:

Page 22
Spells Page 2
#N/A #N/A
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#N/A #N/A
#N/A #N/A #N/A #N/A #N/A
#N/A #N/A
#N/A
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#N/A
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#N/A
#N/A
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#N/A
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#N/A
Level Fight Shoot Will Health Improve Spell
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100
New Spell Notes Experience Spent: 0
Gold Crowns:

Sale Price Item Type Item Name


Book Page Description
Base Location:

Base Resources Effect

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