TEXT: Crew Sheet
  Heritor:
  M
  F
  S
  A
  W
  H
  Level:
  Experience:
  Current Health:
  Heritor Abilities
  Utilization 
  Number
  Items (max 5)
  Notes
  Warden:
  Branch:
  M
  F
  S
  A
  W
  H
  Level:
  Experience:
  Current Health:
  Warden Spells
  Casting Number
  Items (max 3)
  Notes
  Heritor’s Ship:
  Crew Rating:
  The Hold
  Map Stones
  o Arkliss
  o Foqueth
  o Breenlin
  o Gaelbys
  o Cortavious
  o Huventh
  o Dyrenten
  o Indruline
  o Eccorient
  o Jancis
  The Treasury (gc)
  Ship Upgrades
  
  Crewman:
  Type:
  M
  F
  S
  A
  W
  H
  Current Health:
  Notes
  Items (basic equipment +1)
  Crewman:
  Type:
  M
  F
  S
  A
  W
  H
  Current Health:
  Notes
  Items (basic equipment +1)
  Crewman:
  Type:
  M
  F
  S
  A
  W
  H
  Current Health:
  Notes
  Items (basic equipment +1)
  Crewman:
  Type:
  M
  F
  S
  A
  W
  H
  Current Health:
  Notes
  Items (basic equipment +1)
  Crewman:
  Type:
  M
  F
  S
  A
  W
  H
  Current Health:
  Notes
  Items (basic equipment +1)
  Crewman:
  Type:
  M
  F
  S
  A
  W
  H
  Current Health:
  Notes
  Items (basic equipment +1)
  Crewman:
  Type:
  M
  F
  S
  A
  W
  H
  Current Health:
  Notes
  Items (basic equipment +1)
  Crewman:
  Type:
  M
  F
  S
  A
  W
  H
  Current Health:
  Notes
  Items (basic equipment +1)
  
  Turn Order (p.29) 
  • Initiative: Roll for the primary player in 
  each of the following phases. 
  • Heritor Phase: Each player activates their 
  Heritor and 3 crewmen within 3” and LoS. 
  • Warden Phase: Each player activates their 
  Warden and 3 crewmen within 3” and LoS.
  • Crew Phase: Each player activates all 
  Crewmen not previously activated. 
  • Creature Phase: All uncontrolled creatures 
  activate.
  Activation (p.30)
  All figures have 2 Actions. 
  • Move (must use one activation)
  • 2nd Move (1/2 distance)
  • Fight
  • Shoot
  • Cast Spell
  • Pick up / Drop Treasure
  • Special
  Group Activation 
  During Heritor or Warden Phase, must move 
  as first action.
  Movement (p.32)
  • Climbing/Rough Ground: 2” movement 
  required for every 1” (or partial 1”) of height.
  • Combat: May not move in combat.
  • 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.
  • Jumping: Can jump horizontally any 
  distance provided it moved the same 
  distance in a straight line. 1” jump allowed 
  with no previous movement.
  • Swimming: Will Roll with Target Number 
  of 5, add modifiers (Light Armour -2, Heavy 
  Armour -5, Shield -1, Carrying Treasure -2). 
  If Success, activates as normal. If Fails, the 
  difference between the roll and target is 
  Damage.
  Collecting Treasure (p.49)
  Treasure cannot be picked up if an enemy is 
  within 1”.
  A figure may only carry 1 treasure token
  Move is halved and is encumbered (-1 fight 
  if armed with Two Handed Weapon, Bow, 
  Crossbow, Staff, Shield).
  Combat (p.37)
  • Both players roll a die.
  • Both figures add their Fight stat and any other modifiers.
  • Highest score wins the fight, now deal damage.
  • Combine winning fight score with damage modifiers for two-handed or magic weapons.
  • Subtract opponents armour from this total.
  • Apply damage multipliers (some rare creatures do x2 or even x3 damage).
  • If the final total is positive then the result is the amount of damage inflicted, remove 
  that many health points from the loser.
  • Winning figure chooses to Remain in Combat or Push Back either figure by 1”.
  Shooting (p.41)
  Same as for combat, but Shooter uses their Shoot stat and defender uses their Fight stat. 
  Heritor Abilities (p.45)
  Roll a die, roll must be equal to or greater than 
  Utilization number. If Utilizing more than one 
  ability a turn, modify roll (see table).
  Blood Burn: Every time Heritor ability is 
  attempted, the Heritor takes 1 damage. If 
  the utilization roll is failed, take 2 additional 
  damage.
  Weapon Table
  Weapon
  Damage 
  Mod
  Maximum 
  Range
  Notes
  Throwing 
  Knife
  -1/-2
  8”
  -1 damage modifier when used for a shooting attack, -2 
  damage modifier when used in hand-to-hand combat
  Dagger
  -1
  –
  –
  Hand Weapon
  –
  –
  –
  Two-Handed
  +2
  –
  –
  Staff
  -1
  –
  -1 damage modifier to opponent in hand-to-hand combat
  Bow
  –
  24”
  Load and fire as a single action; must have a quiver (free, 
  takes up 1 item slot)
  Crossbow
  +2
  24”
  Load and fire as separate actions; may reload in place of 
  movement; must have a quiver (free, takes up 1 item slot)
  Unarmed
  -2
  –
  -2 Fight
  Shooting Modifier Table
  Circumstance
  Mod
  Notes
  Intervening 
  Terrain
  +1 
  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 a shooter is in base contact with a 
  terrain piece, it does not count as intervening terrain, though it may block LOS.
  Light Cover
  +2 
  The target is in contact with solid cover (e.g. rocks, walls, thick wood) that 
  obscures up to half of its body, or with soft cover (e.g. bushes, undergrowth) 
  that almost completely obscured its body.
  Heavy Cover
  +4
  The target is in contact with solid cover that almost completely obscures its 
  body.
  Hasty Shot
  +1
  The shooter previously moved during this activation
  Large Target
  -2
  The target is particularly tall or unusually broad. This normally only applies to 
  creatures who will have the ‘Large’ trait.
  Utilization Roll Penalties Table
  # of Roll
  Penalty
  D6 Marker
  First
  +0
  1
  Second
  +3
  2
  Third
  +6
  3
  Fourth
  +9
  4
  Fifth
  +12
  5
  Sixth
  +15
  6
  Warden Spell 
  Casting (p.47)
  Roll a Die. Roll must be equal to or 
  higher than Casting Number.
  Empowering: Increase casting roll 
  by 1 for every 1 health spent.
  Creature Actions (p.50) Creatures never attack another creature, always force combat.
  Situation
  First Action
  Second Action
  Creature in Combat
  Fight
  Move into Combat
  Figure within 10” and LOS
  Move towards figure
  Fight or Move
  None of the Above
  Random Movement
  Move or None
  
SOURCE: textdata/thevault/Frostgrave/1st Edition/Frostgrave 1e - Ghost Archipelago - Crew Sheet.pdf