Frostbite Aid Us

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G A M I N G A I D

CONCORD SQUARE, P. 78

Container

Low walls

Nanogenerator

Crystals

OP FROSTBITE GAMING AID.indd I 30/05/08 15:42:23


RED FIELDS
K-101 SPACEPORT, P. 80

Karman HQ

Container

Plain
GARAGE Double container
Avalanche Pass & HQ

Low walls

Nanogenerator

Deployment zone

Point Victor
Red Fields

Point Whisky

Point X-Ray
GARAGE
Point Yoke
II
N
Colony Point Zebra
Gaming Aid

SOUTH PROSPECTING BASE, P. 82

Therian HQ / Plain

Container
POSTE

Prospecting
base acces

Low walls
Colony

Nanogenerator

Point Zebra

Deployment zone
N

Red Blok HQ / Avalanche Pass / Mine

OP FROSTBITE GAMING AID.indd II 30/05/08 11:38:49


AVALANCHE PASS, P. 84

U.N.A. HQ / Spaceport
Red Blok HQ / Mine / South prospecting base

Container

Crystals

Nanogenerator

Point Zebra

N
ÉLYSÉE COLONY, P. 86 III

Spaceport

T Container

T Access hatch
T T

C Civilian
C

Low walls

Nanogenerator
T
Deployment zone
T

T Point X-Ray
C

Point Yoke

N Point Zebra

South prospecting base

OP FROSTBITE GAMING AID.indd III 30/05/08 11:39:17


THE MINE, P. 88

Red Blok HQ / Avalanche Pass / South prospecting base


N
3

Container

Lift
Crystals
2

4 Low walls

Nanogenerator

5 Drop Zone
Red fields

1
5 Deployment zone

IV
THE PLAIN, P. 91
Gaming Aid

Karman HQ / Spaceport

Bunker
Spaceport

Crystals

Nanogenerator

Deployment zone

Therian HQ / South prospecting base

OP FROSTBITE GAMING AID.indd IV 30/05/08 11:39:59


BLACK FORTRESSES
ICE FLOE INDY, P. 94

U.N.A. HQ / Underground base

Container

Low walls

Nanogenerator
Underground base

Crystals

Deployment zone

Point Victor

Point Whisky

Point X-Ray

Point Yoke
V
Point Zebra
N

Cursed fortress

ICE FLOE OSCAR, P. 96

Restored fortress
Abandoned base

Container

Crystals
Red Blok HQ / Restored fortress

Low walls

Nanogenerator

Point Victor

Point Whisky

Point X-Ray

Point Yoke

Point Zebra
N

Deployment zone
Karman HQ / Abandoned base

OP FROSTBITE GAMING AID.indd V 30/05/08 11:40:56


ABANDONED BASE, P. 98

Ice floe Oscar


N

Container

Crystals
Karman. HQ / Ice floe Oscar

Low walls

Karman. HQ / Ice floe Oscar


Nanogenerator

Deployment zone
Black fortresses

Point Victor

Point Whisky

Point X-Ray

Point Yoke

Point Zebra
VI
Cursed fortress
Gaming Aid

UNDERGROUND BASE, P. 100


U.N.A. HQ / Ice floe Indy

Ice floe Indy

Container

Crystals
Restored fortress

Therian HQ

Low walls

Nanogenerator

Point Zebra

OP FROSTBITE GAMING AID.indd VI 30/05/08 11:42:46


THE CURSED FORTRESS, P. 102
Abandoned base

Therian HQ
Container

Low walls

Nanogenerator

Crystals

Ice floe Indy


N

VII

THE RESTORED FORTRESS, P. 104

Red Blok HQ
Ice floe Oscar

Container

Bunker
Underground base

Crystals

Low walls

Nanogenerator

Deployment zone

Therian HQ

OP FROSTBITE GAMING AID.indd VII 30/05/08 11:43:22


EMERALD MOUNTS
SERENITY CITY, P. 108

Caves of doubt / Karman HQ

Container

Crystals

Tarmac Spaceport
Low walls

Nanogenerator
Emerald mounts

Karl

Deployment zone

N
VIII

Mount Serenity
Gaming Aid

THE CAVES OF DOUBT, P. 110

Container

Crystals

Low walls
Mount Élysée

Nanogenerator

Point Victor

Point Whisky
Serenity City

Point X-Ray

Point Yoke

N Point Zebra
Tarmac Spaceport / U.N.A. HQ

OP FROSTBITE GAMING AID.indd VIII 30/05/08 11:43:53


MOUNT ELYSÉE, P. 112

Container

Rocky peak Crystals

Low walls
Shipwreck:

Shipwreck:
acces A

Acces B
Acces A
acces B
Nanogenerator
Rocky peak

Point Yoke

Point Zebra

Rocky peak

Caves of doubt

N
IX

MOUNT SERENITY, P. 14

Container

Crystals
A

Low walls

A Nanogenerator

A Altar

Point Yoke

Point Zebra
N

Serenity City

OP FROSTBITE GAMING AID.indd IX 30/05/08 11:44:20


OBSERVATION POST, P. 116

Tarmac Spaceport / Therian HQ

Container

Crystals

Low walls

Nanogenerator

Deployment zone

Point Zebra
Emerald mounts

N
Tarmac Spaceport / Red Blok HQ

X
THE TARMAC SPACEPORT, P. 1118
Gaming Aid

Serenity City

Container
Observation post / Therian HQ

Standing container
U.N.A. HQ / Caves of doubt

Crystals

Low walls

Nanogenerator

Point Victor

Point Whisky

Point X-Ray

Point Yoke

Point Zebra
Observation post / Red Blok HQ
Tile A
(Tile B must be placed above Tile B
tile A on top of standing
containers)
N Stairs

OP FROSTBITE GAMING AID.indd X 30/05/08 11:45:18


A WEEK
PLANNING THE DEBRIEFING
During planning, the players perform the following actions:
1 - The player with the most VP (If this is tied, the oldest 1 - VP count: The players write down the number of VP
player goes first) moves a company on the map. He spends accumulated at the end of the mission.
some or all of his MP on this company or for general use that 2 - MP count: Any unspent RP are added to the MP pool.
does not affect any of his other companies; 3 - Numbers and losses:
2 -The next player in order of VP (or age order) does the • A unit whose numbers or situation would force it to take
same; a Morale test is destroyed, even when it doesn’t take the test
3 - Once all the players have finished planning their first (because it has the “Nerves of steel” ability for instance);
company, the first player moves his second company; • A unit whose numbers are less than or equal to its stan-
(…) - And so one until all the companies have gone through dard number of fighters, but is not required to take a Morale
planning. test, regains its standard number of fighters. If the unit con-
tains too many special weapons, the extra special weapon
Exception: The player who controls the Observation Post bearers become standard fighters;
does not move his Emerald Mountains companies. He will do • A unit whose numbers are greater than its standard num-
it once all the other companies are done with planning. ber of fighters (not including heroes and other members of the
unit added during the mission) regains the number of fighters
it had before the mission began;
• Armored fighting vehicles that were not eliminated are re-
MISSIONS
paired;
• Heroes and their armored fighting vehicles automatically
1 - A “Concord Square” mission each time an access route survive if at least one unit in their company survives the mis-
is also used by enemy armies. sion. If the hero’s unit did not survive, he becomes a unit of XI
2 - A “Concord Square” mission each time an access zone his own, or where possible he joins another of the company’s
is used by opposing armies, including a drop off. unit;
3 - A mission for each sector where there are companies • If none of the units survive, the company returns to HQ
belonging to opposing armies. even though it might have won the battle. It cannot be moved
until it is reinforced with at least one unit.
A - Before deploying, the weather is determined with a roll Controlling sectors: the company that wins or that is alo-
on the Changing weather table ne in a sector gains control of it. It controls all access zones
B - A company that has moved during the week will play and the deployment zone. Write down the company’s location
attacker. Otherwise, it will play defender. on the company sheet.
C - A company enters the battlefield: Strategic retreat: The companies that did not win (ties
• Through the access zone corresponding to the access included) return to HQ. Write down the company’s location on
route it has used. the company sheet.
• In a deployment zone or a free access zone if it has not Strategic advantages: The armies that control sectors
moved this week. benefits from the associated strategic advantages for the fol-
• Through an access zone or in a deployment zone no one lowing week’s battles and debriefing.
is using if it was dropped off.
D - At the end of any Control phase, a player may call a “Re-
treat !”. The _units deployed on the battlefield are destroyed.
The opponent wins the maximum amount of VP for the mis-
sion.

OP FROSTBITE GAMING AID.indd XI 30/05/08 11:45:58


SPENDING MP
Effects followed by a (*) can only be used once per week • Artillery strike (100 MP): The player designates one of
and per player. his companies. This company will be able to call an artillery
strike this week. It is possible to buy several artillery strikes,
• Re-organization (Variable): The player alters the com- but only one can be called per round. Calling an artillery strike
position of a unit. He can add or remove fighters, change spe- costs 3 LP during the mission (see The Rulebook, p. 61).
cial weapons, officers and specialists. The cost in MP is equal
to the A.P. value added or removed by the extra fighters and Artillery strike
the change of weapons or officers. The unit and platoon com-
Army
position rules detailed in the Army Books must be respected.
The cost of the unit and the value of the company are recal- 5+ 5/0 2 9/1
culated.
5+ 5/0 2 9/1
• Deploying a bunker (250 MP): The player assigns a bu-
nker to a company within the following limitations:
– A material supply line can be traced back from the com- 6+ 5/0 4 8/1
Spending MP

pany’s sector to its HQ;


– The company is not moving this week. 6+ 5/0 4 8/1
The bunker is deployed 30 cm from the company’s access
zone or inside its deployment zone. It is destroyed at the end
of the week. • Transfer (250 MP)*: The player transfers a company from
one battlefront to another. A supply line is needed between the
• Deploying a container (100 MP): Same as above but company and its HQ. The company is transported to the HQ
with a container. This container doesn’t generate RP or VP. on the new battlefront and cannot move this week. An U.N.A.
XII This terrain element is destroyable. army can be transferred for only 100 MP.
New rules

• Deploying a low wall (50 MP): Same as above but with • Polar equipment (100 MP): The company is immune to
a low wall. The company it is attributed to may move this week. the negative effects of weather for a week (see Appendixes),
This terrain element is destroyable. except blizzard. No one can fight in that kind of weather!

• Gift (Special): The player spends MP from his pool and • Jump system (250 MP): The player equips his company
gives them to another player. with simplified jump systems for a week. The fighters gain the
“Rocket jump” ability: they can jump over miniatures and ter-
• Drop off (500 MP)*: A company leaves its sector and is rain elements during their movement.
airborne to another sector on the same battlefront. The com-
pany is deployed through a free access zone or a free deploy- • Arctic camo (free): The player must have units painted
ment zone, or if there isn’t any left through an access zone in Operation: Frostbite colors (see insert). When these units
chosen by the player. Only U.N.A. companies may perform are given the “Take cover!” combat drill on a snow covered tile,
drop offs. the fighters benefit from a + cover test even when there are
no obstacles that would allow him cover.
• Reinforcements (Special): The player builds a new unit.
He spends the same amount of MP as the unit’s A.P. value
and adds the unit to his company. The platoon pattern must
be respected. The company’s value is re-calculated.

• Spies (250 MP)*: The designated company gains 3 extra


LP each round in this week’s mission.

• Saboteurs (250 MP)*: The designated company cannot


move this week.

OP FROSTBITE GAMING AID.indd XII 30/05/08 11:46:02


CAMPAIGNE
EVOLUTION
RED FIELDS BLACK FORTERESSES

K-101 Spaceport Ice floe Indy


Controlled by _______________’s army. Controlled by _______________’s army.

Strategic advantage: The player controlling the K-101 Strategic advantage: Once per week, the player control-
spaceport may carry out an extra drop-off per week on the ling this sector can choose a result on the Weather table (see
Red Fields battlefronts. p. 126) and apply it to a mission he is taking part in, on any
battlefront. The chosen effect replaces the one that should
South prospecting base have been randomly determined for the mission. Automatic
Controlled by _______________’s army. weather conditions are not affected.

Strategic advantage: The player who controls the South Ice floe Oscar
prospecting base wins 250 MP at the end of every week. Controlled by _______________’s army.

Avalanche Pass Strategic advantage: The player who controls this sector
Controlled by _______________’s army. gains improved accuracy on his artillery strikes on the Black
Fortresses battlefront. If he plays Red Blok or Karmans, the
Strategic advantage: The player who controls this sector accuracy of his artillery strike becomes 5+. If he plays U.N.A.
can deploy a free bunker or five free low walls during each or Therians, it becomes 4+. XIII
mission he plays. These terrain elements are destroyed after
each mission. Abandoned Base
Controlled by _______________’s army.
Élysée colony
Controlled by _______________’s army. Strategic advantage: The player who controls this sector
gains 250 MP per week.
Strategic advantage: The companies who control this
sector can recruit three civil engineers for free. Underground Base
Controlled by _______________’s army.
The mine
Controlled by _______________’s army. Strategic advantage: The player who controls this sector
gains an extra 250 MP per week to spend on the Black For-
Strategic advantage: The player who controls the mine tresses battlefront.
gains 30 VP each week.
The cursed fortress
The plain Controlled by _______________’s army.
Controlled by _______________’s army.
Strategic advantage: Once per week, the player who
Strategic advantage: The companies of the player who controls the sector can threaten his opponents with using the
controls this sector do not need to stop here. nanovirus. He designates any unoccupied sector on any bat-
tlefront: no company may go there.

OP FROSTBITE GAMING AID.indd XIII 30/05/08 11:46:08


The restored fortress Mount Élysée
Controlled by _______________’s army. Controlled by _______________’s army.

Strategic advantage: Every week, the player who controls Strategic advantage: The player who controls Mount
this sector can designate a sector on any battlefront during Élysée can perform a free transfer each week, on any bat-
planning. If a mission is played in this sector, he can call two tlefront. This transfer is in addition to any other transfer(s) he
artillery strikes during the mission even if he is not taking part may be allowed.
in it. This artillery strike is called just before a unit is activated.
No line of sight is required. Mount Serenity
Controlled by _______________’s army.
EMERALD MOUNTS
Strategic advantage: The companies of the player who
controls Mount Serenity gain the “Nerves of Steel” ability.
Serenity City Fighters with the “Nerves of Steel” ability never take Morale
Controlled by _______________’s army. test.

Strategic advantage: The units of the player controlling Observation post


Serenity City that survive the missions played on the Emerald Controlled by _______________’s army.
Mountains battlefront return to their standard number of figh-
ters if at least one of their members survives. This advantage Strategic advantage: The player who controls the obser-
Spending MP

also applies to the missions that allowed the player to gain vation post performs his movements last during the week’s
control of Serenity City. planning on the Emerald Mountains battlefront.

The Caves of Doubt The Tarmac Spaceport


Controlled by _______________’s army. Controlled by _______________’s army.

Strategic advantage: The player’s fighters ignore the Strategic advantage: The player who controls the tarmac
effects of the Stealth ability when they fight in the Caves of spaceport can perform a free drop off every week on the Eme-
XIV Doubt. rald Mountains battlefront. This drop off is added to any other
drop off(s) the player may be allowed.
New rules

AT-43
Operation: Frostbite

Campaign sheet ..........................................

VP pool

MP pool

A.P. lost (optional)

OP FROSTBITE GAMING AID.indd XIV 30/05/08 11:46:10


BUNKER

XV

Bunker template ©Rackham 1996-2008 All rights reserved.


Copies are authorized for personal use only.

OP FROSTBITE GAMING AID.indd XV 30/05/08 11:46:18


Bunker

XVI
Gaming Aid

Bunker template ©Rackham 1996-2008 All rights reserved.


Copies are authorized for personal use only.

OP FROSTBITE GAMING AID.indd XVI 30/05/08 11:46:20

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