NEW SOLDIERS

TRAP EXPERT

The ruins of Frostgrave are so littered with traps that many wizards employ specialists to help navigate safely through its labyrinthine streets and passages. These trap experts are not only masters of identifying and disarming traps, but are also skilled at setting booby traps to catch unwary enemies.

To represent this, in a game where traps are being used (see here), if a player has a trap expert on the board and under his control, the first time he rolls a 2 for initiative, he may treat it as a 1 for the purposes of springing a trap (note that it is still a 2 for the purposes of initiative). A player may only use this special effect once per game, no matter how many trap experts he has in his warband.

Soldier

M

F

S

A

W

H

Cost

Notes

Trap
Expert

6

+2

+0

11

+1

12

50gc

2 Daggers, Leather Armour

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TUNNEL FIGHTER

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Few soldiers, even hardened veterans, enjoy fighting underground. The close confines, the poor lighting, and the often treacherous footing make it a battlefield like no other. There are some, however, who excel in this environment. These tunnel fighters are generally small, tough, quick, and vicious. They favour sneaking up on opponents in the dark and dispatching them with quick brutality rather than protracted combats.

If players are using the Secret Passages rules, whenever a player rolls a 19 for initiative one of the tunnel fighters under his control on the table (player’s choice) has discovered a secret passage. Only that tunnel fighter, however, may use this secret passage.

Soldier

M

F

S

A

W

H

Cost

Notes

Tunnel
Fighter

6

+3

+0

11

+1

12

80gc

2 Hand Weapons, Leather Armour

* * * *

Rules Clarification: Soldiers other than the captain who fight with a weapon in each hand already have the +1 bonus to Fight incorporated into their stat line. When determining damage, a figure uses whichever weapon has the better damage bonus – e.g. a treasure hunter always deals damage with his hand weapon instead of his dagger. A model may only ever use the magic bonuses of one weapon, even if it is allowed to carry more than one. If a model with two weapons has one of them destroyed, it suffers a -1 Fight until the weapon is replaced, but can continued to fight with the other weapon. Only if both weapons are destroyed does the model count as unarmed.

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