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BattleTech: Alpha Strike

Expansion for BattleTech

BattleTech: Alpha Strike Rulebook

Table of Contents

Table of Contents

  • Alpha Strike Basics
  • Alpha Strike and Total Warfare
  • What You Need to Play Alpha Strike
  • Alpha Strike at a Glance
  • Alpha Strike Introductory Level
    • Components
    • Unit Card
    • Setup
    • Choosing an Army List
    • Preparing Unit Cards
    • Alternative Army Lists
    • Preparing the Battlefield
  • Playing the Game
    • Game Sequence
  • Victory Conditions
  • Movement Phase
  • Terrain
    • Jumping
  • Combat Phase
    • Resolving Weapon Attacks
    • Resolving Physical Attacks
  • Overheat
  • End Phase
  • Special Abilities
    • Special Ability Descriptions
  • Alpha Strike Standard Level
    • Components
    • Additional Game Terms for Standard Alpha Strike
  • Setup
    • Choosing the Scenario Type
    • Choosing Forces
    • Preparing Unit Cards
    • Preparing the Battlefield
  • Playing the Game
    • Game Sequence
  • Victory Conditions
  • Forced Withdrawal (Optional)
  • Movement Phase
  • Uneven Numbers of Units
  • Battlefield
  • Additional Movement Rules
  • Combat Phase
  • Resolving Weapon Attacks
  • Resolving Physical Attacks
  • Overheat
  • End Phase
  • Special Abilities
    • Special Ability Descriptions
  • C3 Networks
  • Abstract Aerospace System
    • Control Rolls
    • Aerospace Settings
    • The Radar Map
    • Placing Aerospace Units on the Radar Map
    • The Abstract Aerospace Game
    • Abstract Aerospace Movement
    • Take-off and Landing
    • Aerospace Air-to-Ground Attacks
    • Abstract Aerospace Combat
    • Resolving Aerospace Air-to-Ground Attacks
  • Air-to-Air Attacks
  • Resolving Aerospace Ground-to-Air Attacks
  • End Phase (Aerospace)
  • Ending Air-to-Air Battles
  • Aerospace Damage
  • Advanced Capabilities
    • Advanced Movement Modes
    • Transporting Non-Infantry Units
  • Battlefield Extensions
    • Bridges
    • Buildings
    • Deep Snow
    • Gravel Mountains
    • Hazardous Mud Pits
    • Heavy Industry
    • Ice
    • Jungle
    • Magma
    • Mud
    • Planted Fields
    • Rails
    • Sand
  • Aerospace Units on the Ground Map
    • Aerodyne Units
    • Spheroid Units and Airships
    • Landing Rolls
    • Transport of Aerospace Units
    • Partial Cover
    • Artillery
    • Resolving Artillery Attacks
  • Variant Munitions
    • Variant Artillery Munitions
    • Variant Autocannon Munitions
    • Variant Bomb Munitions (Bombs / Aerospace Missiles)
    • Variant Narc / iNarc Charges
    • Variant LRM / SRM Munitions
    • Summary: Variant Munitions table
  • Front-Line Intelligence
    • The BI Score
    • Front-Line Intelligence Advantages
  • Buildings
    • Types of Buildings
    • Effect on Movement
    • Climbing onto Buildings and Standing on Them
  • Attacks on Buildings
    • Building Collapse
    • Walls
  • Deck and Sub-Deck Weapons
    • Airborne Targets
    • Ground Targets
  • Concealment of Unit Information
    • Contact Markers
    • Concealment of Record Sheets
  • Coordinate System
    • Creating Coordinates
    • Recording Coordinates
  • Drop Troops
    • General Rules for Drop Troops
    • High-Altitude Drop
    • Low-Altitude Drop
    • Rapid Drop
    • Electronic Warfare / Counter-Electronic Warfare
  • Ejection
  • Environmental Conditions
    • Atmospheric Density
    • Darkness
    • Earthquake
    • Electromagnetic Interference (EMI)
    • Gravity
    • Wind
    • Other Conditions
  • Exceptionally Large Units
    • Line of Sight
    • Facing and Firing Arcs
    • Mobile Structures
    • DropShip Doors and Transport Special Abilities
    • Boarding Actions
  • Extended Ground Ranges
    • Extreme Range
    • Horizon Range
  • Fire and Smoke
    • Resolving the Consequences of Fire and Smoke
    • Fires
    • Smoke
  • Hidden Units
  • Minefields
  • Targeting and Tracking Systems
  • Terrain Conversion
  • Special Abilities
    • Special Ability Descriptions
  • Applying Alpha Strike to Hex Maps
    • Scaling Movement and Distances
    • Line of Sight
    • Terrain Levels and Unit Heights
  • Alpha Strike Campaign Rules
    • Preparing the Campaign
    • Creating the Force
    • Campaign Turns
  • The "Total Chaos" Campaign System
  • Links
    • Warchest Points System
    • Beginning
    • WP Between Links
    • Repairs, Purchases and Re-equipping
    • Loot
    • Sale
    • Improving Skill
    • Campaign Record Sheet with Warchest Points
  • Campaign Links (Planetary Assault)
    • Meeting Engagement
    • Breakthrough
    • Assault
    • Counterattack
    • Pursuit
    • Defence
  • Clan Invasion Era: Special Rule, The Clan Concept of Honour
  • Clan Invasion Sample Army Lists
    • Clan Invasion: House Liao company (377 PV)
    • Clan Invasion: House Kurita company (371 PV)
    • Clan Invasion: House Davion company (370 PV)
    • Clan Invasion: House Steiner company (363 PV)
    • Clan Invasion: House Marik company (389 PV)
    • Clan Invasion: Jade Falcon Binary (386 PV)
    • Clan Invasion: Clan Wolf Binary (408 PV)

Alpha Strike Basics

Alpha Strike is a fast game of armed forces in the BattleTech universe, where endless war and neo-feudalism are the norm of life. In this future the pinnacle of human technology is the BattleMech, a massive robotic war machine weighing up to 100 metric tons, bristling with mixed weapons and armoured over. These BattleMechs are piloted by MechWarriors, the elite warriors of the Great Houses and the Clans. Although there is still room on the battlefield for infantry, combat vehicles and aerospace fighters, it is BattleMechs that are the kings here.

With the Alpha Strike rules, players can fight battles between armies of miniatures representing various combat units, with the battlefield being a tabletop. The static data for each element on the battlefield is tracked with unit cards, which list the unit's mobility, armour, firepower and special abilities. Dice are used to resolve attacks between units; with each successful attack the damage it deals reduces the opponent's qualities.

The winner of an Alpha Strike scenario is often the player whose army is left holding the battlefield, but, as in real life, tactics and mission objectives may go far beyond the simple determination of a winner.

Alpha Strike and Total Warfare

Players who got to know the BattleTech universe through Total Warfare will notice some clear differences between these game rules and the rules of Alpha Strike. For example, where Total Warfare tells players to use hex-grid map sheets to track movement and distance, Alpha Strike is a game in which movement is determined mainly by terrain.

The ideal way to play Alpha Strike is to use three-dimensional terrain instead of hexes. This terrain can range from highly artistic stands, with appropriately coloured and scaled structures (all materials for this are easily found at any hobby shop), to very modest improvisations, where stacks of books serve as mountains and paper cones as trees. After all, the main purpose of any terrain used in Alpha Strike is to convey, through the miniatures representing the forces, the scale of the battles. (For players who prefer hex maps to terrain stands, the rules for applying Alpha Strike to such maps are given at the end of this book.)

The rules of Alpha Strike also enlarge the detail characteristic of Total Warfare, sacrificing many nuances arising from weapons, armour and the model of each unit in favour of speed of play. In fact all of these rules are an adaptation of those that were only recently published in our expanded core rulebook Strategic Operations (appearing here as Quick Strike).

What You Need to Play Alpha Strike

To play Alpha Strike you will need the following:

Players. Alpha Strike is ideally suited as a military game for two players (although campaigns of Alpha Strike may be played so that one of the players acts as game master, moving only the forces opposing the players). In such a set-up, the fewer the players, the harder it is to play, so you may need to invite your friends to join in.

Rules. This book contains all the core rules necessary to play Alpha Strike, from the simplest level up to the advanced rules suitable for strategic campaigns. So that players can dive quickly into the exciting game, sample army lists the size of a company are given.

Additional rules: In order to focus attention on the basics of the game, this rulebook does not dwell on some details (most noticeably in the area of converting units from standard BattleTech in the style of Total Warfare), and does not allow a closer look at other eras and at tactics and technologies characteristic of particular factions. As for the conversion rules, players can find them in the Alpha Strike Companion (see pp. 90–137, Alpha Strike Companion). Future supplementary books, both in print and as files, will have more extensive army lists, will provide other eras for play and will even contain special rules reflecting faction peculiarities, tactics and technology.

Dice. The basic action of the system for resolving a game situation is a dice roll. Like other rulesets in the BattleTech line, Alpha Strike uses six-sided dice (d6); to resolve most actions players will need 2 such dice (2d6). Extra dice are nice to have but not required.

Miniatures. The standard BattleTech miniatures are used to represent units in Alpha Strike. The BattleTech introductory boxed set comes with plastic miniatures, and the company Iron Wind Metals sells metal BattleTech miniatures, both in sets and individually. Each combat formation taking part in Alpha Strike is represented by its own miniature.

Miniature scale: The above miniatures are produced at a scale of (approximately) 1:285. For those familiar with model railways and the like, this makes BattleTech miniatures broadly compatible with Z-scale models and landscape (although technically Z-scale is 1:220, BattleTech miniatures are slightly out of their scale, mainly because of the quality and care of detailing; for this reason BattleTech miniatures on the battlefield are better regarded as a symbol of certain specific combat units than as their reduced copy).

Stand-in miniatures: Of course it is good to have on hand an exact miniature of the required unit, but in practice this is not always achievable. For this reason players may freely use any other suitable miniatures for these purposes, provided that the stand-ins broadly succeed in replacing the missing miniature in size and shape. However, because perception is subjective, the use of such figures must be agreed by all players.

Unit cards. Alpha Strike cards can be downloaded from the website of Catalyst Game Labs. Cards for all units of the BattleTech introductory boxed sets can be downloaded free from the bg.battletech.com site; sets of cards for other units must be bought. Players who have the Alpha Strike statistics of units may fill in blank cards themselves. The data given on an Alpha Strike unit card is discussed in detail in the Alpha Strike basic-level rules (see pp. 10–21).

Measuring device. You will need at least one measuring device, usually a ruler. For determining distance it is very convenient to have a ruler marked at 6, 24 and 42 inches, or a laser rangefinder. A flexible ruler will be useful for measuring movement around obstacles. Players may use other measuring tools at any time.

Measurements: This book uses the "British" measurement standard (inches and feet), not the metric system. For those accustomed to metric, 1 inch (1") equals 2.54 cm. However, because this leads to fractional numbers, we recommend treating 1 inch as equal to 2.5 cm (so in metric the above ruler should be marked at 15, 60 and 105 cm).

On a table or a stand? A tabletop is the permissible minimum, usually 6'' × 4'' or larger. Then, to imitate the future battlefield, miniature trees, buildings, hills and other terrain features are added. The approximate scale of this "real world" is 1 inch ≈ 7.5 m, which makes the recommended table size equal to a battlefield of 360 by 540 m.

Measuring tools: Again, for players who prefer the metric system: 1 inch equals 2.54 cm and 1 foot (1') equals 30.48 cm. Thus the recommended size of the table above is 183 × 121 cm.

Advanced-level Alpha Strike. The rules of this chapter present for your attention more developed variants of the game using the ordinary Alpha Strike rules, including additional terrain types, rules for artillery weapons, structures, exotic environmental conditions, fire and smoke, and even rules for converting the ordinary stand-based game to a hex-based one.

Campaign. The last chapter of the core rules presents an approximate framework for running a campaign using the Alpha Strike rules. This system is built on a series of mission-links, imitating a model invasion of a neighbouring faction's planet, from the landing process to a victorious conquest or a heroic defence.

Alpha Strike at a Glance

After the chapters with the core rules come two additional chapters:

Campaign setting: the Clan Invasion. This chapter is a brief overview of one of the most important eras in BattleTech history, the period of the Clan Invasion, from 3050 to 3062. It briefly describes the events and principal participants of the Clan Invasion, while at the same time giving full, working statistics for sample forces of that era. Players may use these armies, together with the core rules of this book, to play out campaigns of that historical period.

The BattleTech universe. The final chapter of this book is a brief primary source on the general state of forces in BattleTech, with an outline of events, the main factions and BattleTech terminology.

Additional Alpha Strike material. In addition to this book, in the near future players will be able to download from bg.battletech.com documents focused on Alpha Strike. These will include not only Quick Strike cards, which convert classic BattleTech units into units suitable for Alpha Strike, but also Alpha Strike Eras: full-size documents covering in detail the major military periods of the BattleTech universe, with lists of ready-to-play larger armies and special rules that allow the Alpha Strike game to be felt more fully and deeply.

The core rules in this book are divided into 5 large groups:

Alpha Strike Introductory Level. As the name of this chapter suggests, the introductory-level rules cover the basics of ground warfare and are strongly recommended reading for newcomers. For simplicity the introductory rules assume that the player's forces consist entirely of BattleMechs.

Standard Alpha Strike. The standard rules are ideally suited to players who have successfully mastered the introductory-level game. The standard Alpha Strike rules cover a wide range of ground combat in the BattleTech universe, including infantry, protomechs, combat vehicles and other ground combat elements.

Abstract Aerospace System. This chapter deals with the use of aerospace assets operating at a level above standard Alpha Strike (and usually interacting with it). This system allows players to resolve the movement and combat of aerospace fighters and traditional fighters, small craft and dropships.

The following are terms used during play of Alpha Strike and repeatedly in this book:

Area of Effect (AoE): an area around a central point that may be affected by some weapon or item. Examples of such areas are the zones of coverage of ECM modules and the zones of impact of artillery weapons.

Armour and Structure (A and S): on the Alpha Strike card, circles are used to indicate the number of damage points that the armour (A) and structure (S) of the unit can absorb before it is destroyed. Damage that hits structure seriously reduces the chance of the unit surviving a critical hit.

Base contact: when two miniatures on the table physically touch each other, they are said to be in base contact.

Critical hit (Critical): in Alpha Strike, a critical hit means a special form of internal damage affecting the functionality of the unit, not necessarily destroying it. Critical hits result from damage to a unit's structure and can affect its mobility, firepower and effectiveness.

D6: Alpha Strike uses six-sided dice, and the abbreviation D6 denotes one die needed to resolve attacks and the like. A number before D6 indicates how many dice are needed for an action (usually 2D6), and the outcome of the roll is determined by adding the values rolled. For example, if on a 2D6 roll a player gets 3 on one die and 4 on the other, the total result is 7 (3 + 4 = 7).

Damage Value (Damage): determines the number of damage points inflicted on armour and/or structure of the target (in the range indicated in square brackets) on a successful attack.

Heat Scale: some units, most often BattleMechs and aerospace fighters, heat up as a result of combat and various conditions. The heat scale is the part of the unit's card used to track its current level of heat, for use in case of overheating (see Overheat Value below; if the heat of the unit reaches or exceeds level "S", its reactor shuts down).

Inch: in Alpha Strike the unit of measurement most often used for determining distance and height is the British inch, written in the text as a double quote mark (1 inch = 1''). For players who prefer the metric system, note that 1 inch equals 2.54 cm, but in play it is simplest to treat 1 inch as 2.5 cm.

Initiative: in Alpha Strike, initiative is the game mechanism used to determine the order of movement and the resolution of combat engagements.

Line of sight (LOS): a straight line between two units; the most direct and shortest distance between them. "Clear LOS" means that there are no intervening obstacles on this line of sight. "LOS with interference" has one or more obstacles between the units. When two units cannot see each other at all along the LOS because of objects and terrain features, the LOS is said to be fully blocked.

Margin of Failure (MoF): the difference between the target number and the result of a modified roll that turned out to be less than that number.

Margin of Success (MoS): the difference between the target number and the result of a modified roll that turned out to be equal to or greater than that number.

Modified roll: the result of the dice roll after applying all modifiers.

Modifiers: any number added to or subtracted from the dice roll result, the target number, the damage value or the heat value. Modifiers applied to the target number are called target-number modifiers, or to-hit modifiers. Modifiers applied to the dice roll result are called roll modifiers. Modifiers applied to the damage value are called damage modifiers. Modifiers are either added or subtracted (positive modifiers are added, negative ones are subtracted).

Movement (Move): in Alpha Strike, units may each turn move a set distance (in inches). When a letter is given next to the number defining a unit's movement capacity, it indicates the unit's movement mode; in such cases special rules and abilities may come into play, such as the ability to jump over terrain or to use hovercraft movement over water surfaces, and so on.

Multipliers: these are special modifiers requiring the player to multiply (rather than add or subtract) the dice roll result, the target number, the damage value and so on by this number.

Overheat Value (OV): the value indicating the additional damage points that may be taken instead of the consequences of overheating.

Point Value (PV): an approximate measure of a unit's power on the battlefield, determined on the basis of a combination of its mobility, armour, structure, weapons, special abilities and even the skill level of its pilot or crew.

Point of Impact (POI): the central point for area attacks.

Range: the distance between two units. Weapons and some other equipment that have a range of action are often described as short-, medium-, long- and extreme-range weapons and so on. These "bracketed ranges" are most often used to describe a unit's general ability to damage a target at a given distance; in general, the shorter the range of an attack, the more crushing the damage and the easier it is to inflict.

Rounding fractions up: rules involving calculations (often using multipliers) may sometimes require players to "round fractions up", "round fractions down" or "round normally", depending on the situation. Rounding fractions up means increasing the value to the nearest required number (usually the nearest whole number) regardless of how small the fraction is. For example, if a value of 3.1 is obtained and the player is asked to "round it up to the nearest whole number", the result is 4.

Rounding fractions down: rounding fractions down means reducing the value to the nearest required number (usually the nearest whole number) regardless of how small the fraction is. For example, if a value of 3.6 is obtained and the player is asked to "round it down to the nearest whole number", the result is 3.

Rounding normally: if the value being rounded is closer to the lower target number than to the higher one, the player rounds down. If the fraction is 0.5 or more, the player rounds up. For example, a value of 3.4 that the player must "round normally" becomes 3, while a value of 3.5 or more (between 3 and 4) becomes 4.

Skill: in Alpha Strike the skill rating of a unit means its ability to make effective attacks and perform certain actions. The better the skill ratings, the lower their target numbers. For this reason the skill of a unit is also given as a number: this is the target number of the unit needed to perform attacks (before applying any modifiers).

Special ability (Special): many units in Alpha Strike are characterised by special abilities. Such abilities are marked on the unit's card by simple abbreviations. Each special ability is a bonus ability of the unit that it may use in combat.

Target number (TN): the number that must be obtained on a dice roll; to get a successful result you must roll this number or more. When the result concerns attacks, the target number is also called the to-hit number.

Unit: in these rules the term "unit" means any individual combat unit or group used in play, when moving and attacking on a BattleTech battlefield. Where the term "unit" describes a group, the individual members of that group are called "elements".

Unit size (Size): in Alpha Strike the size of a unit means its weight class. It is usually given as a digital value, where 1 means light weight, 2 medium and so on.

Unit type (Type): a general concept helping to determine which basic rules apply in the game to movement and actions. For the introductory rules only BattleMech unit types are used. Other types include combat vehicles, infantry, aerospace units and so on.

Alpha Strike Introductory Level

The unit that appears under the heading in the source is the Ronin mercenary unit, formed from the 10th Ghost Regiment of the Draconis Combine after the regiment refused to carry out orders it considered suicidal (image caption).

The following introductory-level rules are intended to familiarise new players with the basics of the Alpha Strike game system. Therefore these rules focus exclusively on ground combat between BattleMechs ("'Mechs"), which are the main (and most versatile) combat units of the BattleTech universe.

Components

Introductory-level Alpha Strike uses miniatures, six-sided dice (D6), rulers and tabletop terrain. These items were briefly described in the previous chapter (see pp. 6–9). You will also need unit cards, which give the statistics and conditions vital to the game for each unit. The data on these cards is presented as follows:

Unit Card

The unit cards for BattleMechs list the following information:

Unit: in Alpha Strike the term "unit" means any individual element or group of elements that can be used in the BattleTech game. Even when a unit consists of many elements, it moves, attacks and tracks damage as a single whole.

TP (Type): the Type field on the unit card gives the general classification of the unit in the form of two-letter codes. The BattleMech (BM) is the only unit type covered by the introductory course of Alpha Strike.

PV (Point Value): the point value characterises the approximate power of the unit on the battlefield, based on its combat abilities.

Size (SZ): a numerical value indicating the weight class of the unit. BattleMechs come in one of 4 sizes (in ascending order of weight): 1 (light), 2 (medium), 3 (heavy) and 4 (assault).

Move (Movement): the Move field gives in numbers the distance in inches the unit can cover in a turn. If a letter follows the number, it indicates a special movement mode available to the unit, for example the ability to jump (see Jumping, p. 15).

Skill: this field is blank on the card; the player fills it in to indicate the base to-hit number for attacks made by this unit (regular MechWarriors usually have a value of 4, while 1, or even 0, indicates an elite MechWarrior).

Damage Value: the numbers in this field of the unit card are the number of damage points the unit can inflict in each of the ranges: S (+0), M (+2) and L (+4); these are the short, medium and long ranges respectively. If the unit cannot deal damage in a given range, there is either a 0 or a dash.

OV (Overheat Value) and Heat Scale: for BattleMechs the overheat value indicates the number of damage points the unit may add to its attack, but at the cost of the same number of heat. Overheat is tracked in four boxes to the right of the heat scale, where each point of overheat has its own box. If a unit receives 4 or more points of overheat, its reactor shuts down (the "S" symbol in the 4th box of the heat scale).

A and S (Armour and Structure): the white circles in this part of the card indicate how many points of external armour the unit has, and the grey circles are used to indicate the number of points of internal structure. When the unit receives damage these circles are crossed out. A unit whose internal structure circles are all crossed out is considered destroyed.

Special (Special abilities): in Alpha Strike, units with special abilities on the battlefield (besides movement, damage, armour and structure) list those abilities. These abilities are shown on the unit card as abbreviations, which are decoded later in the book.

ID (number): if several units of the same model are used in the current Alpha Strike scenario, players may mark such units with some sort of marker to tell them apart, recording it on the back of the card.

TMM (Target Movement Modifier): this is the modifier a unit receives when the target it is attacking uses normal movement. If the unit receives damage that reduces its movement, or its movement is temporarily reduced because of heat or other effects, this target movement modifier will be different (see Attack Modifiers, p. 17).

Role: the typical combat role of the unit. See the rules for creating a force in the Alpha Strike Companion (p. 146).

Critical Hits: this card may have several different consequences of critical hits, which must be tracked for critical damage.

Setup

To begin setup, each player rolls 2D6. The player with the highest result is considered to have won the initiative, and therefore may choose the army list first (see Clan Invasion army lists, pp. 135–141). The player with the lowest initiative chooses their army list last (see p. 115).

Choosing an Army List

This rulebook gives lists of units corresponding to various major factions of the Clan Invasion era. In terms of these rules these units are called army lists. Before the game begins each player must choose one of these army lists; this will be their force (for quick games players may choose part of the armies they have selected).

Because the number of units, and the total point value of those units, is the same for all players' armies, the battle will be balanced.

Restrictions on unit type. For introductory-level Alpha Strike, players choosing units are restricted to BattleMechs (BM) only. For your convenience the sample army lists given in this book are made up of BattleMechs, but on internet resources a much wider range of unit types suitable for play in standard Alpha Strike will be presented.

Preparing Unit Cards

The data given in each army list is quite sufficient for playing Alpha Strike with those units. This statistic must be carefully transferred to the corresponding fields of the unit cards the player has.

When transferring armour/structure values, the circles that are not needed are simply shaded in (for example, the armour/structure values for the AWS-9M Awesome in the Capellan Confederation army list are given as 8/4. This means that when transferring the statistics to the unit card, all armour circles except the first 8 must be shaded, and for structure all circles except the first 4 must be shaded).

Alternative Army Lists

In addition to the lists presented in this book, players may buy supplements on the internet, which are larger and more varied army lists corresponding to any required BattleTech era. Players familiar with the rules may even create their own army lists, either by adapting ordinary BattleTech units to Alpha Strike (using the rules from the Alpha Strike Companion), or by printing Alpha Strike cards from the BattleTech master unit list (www.masterunitlist.info).

Preparing the Battlefield

In Alpha Strike, any available terrain is usually used as the battlefield, with the approval of both players. If the terrain features are modular in nature, players may configure any type of terrain they like.

Once the terrain has been created, the player who won the initiative first chooses the table edge that will be the "home edge" of their forces: the side of the battlefield from which their units begin the game. The opposite edge becomes the home edge of their opponent.

In most scenarios a player's units may safely enter the map only through their own home edge; however, some scenarios allow (or even require) units to leave the map through other edges of the map, possibly even through the opponent's home edge.

Starting positions. Usually units begin the game off the map and appear on the map only during the 1st turn. By agreement of the players, units may begin the game already on the map, within their own deployment zones (defined as the space within 10 inches of their home edge).

In the latter case the player who won the initiative decides whether they will deploy first or second. After that the players take turns placing all their units within their deployment zones. The facing of the units may be in any direction.

If opposing armies have an unequal number of units, use the rule for Unequal Number of Units (see p. 27) to determine the number and order of deployment of units.

Playing the Game

This section gives an overview of the game sequence for Alpha Strike. For simplicity these rules assume that each game is played between two sides, controlled either by two players or by two groups of players. Where the rules refer to a player, this means either a group of players or an individual player.

Game Sequence

A game of Alpha Strike consists of a series of turns. During each turn all units on the table get the opportunity to move and shoot or make physical attacks. Each turn consists of several smaller turns called phases. During each phase players may undertake one of the types of action, for example moving or fighting. Players carry out the phases in a set order. Special actions, movement, the consequences of damage and so on are fully explained in separate sections of these rules later on.

Each turn includes the following phases, listed in the order in which they are carried out:

Step 1: Initiative Phase. To determine initiative each player rolls 2D6 and adds the results of the dice together; equal results are rerolled. The player with the highest result is considered to have won the initiative for that turn.

Because in Alpha Strike movement and fighting are considered to happen simultaneously, the player who won the initiative actually moves and conducts the combat actions of their units after the player with lower initiative. This reflects the shifting nature of the tactical situation.

Step 2: Movement Phase. The player with lower initiative moves one of their units first. Assuming that both sides have the same number of units, the player who won initiative then moves one of their own units. This continues until all units have been moved.

If the number of opposing units is unequal, the player with the larger number of units must move more of their units, in proportion to their number relative to the opponent. In such a situation consult the rule for Unequal Number of Units (see p. 27).

Step 3: Combat Phase. As in the movement phase, the player with lower initiative acts first in the combat phase; but, unlike other actions, this time that player declares and resolves all combat actions of their units, and then the opponent does the same.

In the combat phase each unit may make one attack. Damage from these attacks is resolved at once, but the consequences of these attacks take effect only in the end phase of this turn. This means that a unit that has been destroyed still has its normal chance to strike back.

Step 4: End Phase. Both players finish the end phase simultaneously.

In this phase each player carries out all the various remaining actions of this turn, for example removing destroyed units from the map, or attempting to restart the reactors of units whose reactor shut down from overheating in the previous turn. The special rules for such actions state whether or not they occur in the end phase.

After all end-phase actions have been resolved the turn ends, and the players return to Step 1, repeating these steps until one side meets the victory conditions for the scenario.

Victory Conditions

In introductory-level Alpha Strike, victory is most often achieved when one player's army completely destroys the opposing army.

Alternative victory conditions. Players who want more variety may devise their own victory conditions for Alpha Strike. Examples of such "variations" are breakthrough scenarios, where one side's goal is to move a certain number of its units across the whole map and exit them through the opposite edge with minimal losses, or flag-capture scenarios, where a player's force wins by moving its units to a pre-selected point and holding it for a set number of turns.

Movement Phase

Each unit has its base movement value given on its unit card. This value is the maximum number of inches the unit can cover in 1 turn. A unit may move in any direction, and the direction of its front at the end of its movement may be any direction.

Units do not necessarily have to use their full movement; instead of moving, a unit may simply remain in place without moving. In the course of its movement a unit may turn repeatedly to get around obstacles, as long as the number of inches covered does not exceed the unit's maximum movement value (for correctly measuring non-linear movement it is strongly recommended to use a flexible measuring tool).

As shown in the Movement Cost table, terrain may hinder movement or make it more difficult.

Minimum movement. While a unit is able to move (meaning its movement value has not dropped to 0 because of damage or the effects of heat), it can always move 2 inches in any direction, regardless of the movement cost of that terrain (provided the terrain is not forbidden to that unit).

Facing. For BattleMech units the direction of facing is considered to be the same as the direction of the legs of the miniature representing the unit.

The facing of a unit affects the resolution of the combat situation (see Combat Phase, below), and may be changed arbitrarily only during the movement phase.

Stacking. During the movement phase a unit may move through space occupied by other friendly units, but may not move through space occupied by hostile units at the same height. If units occupy different heights during the movement of a unit (for example when a 'Mech with jump capability uses that movement mode), these units are considered to be at different heights, and passing through that space is allowed.

Regardless of how units arrived at their destination, in Alpha Strike they may not occupy the same space on the game table (even if the heights they occupy are different).

Terrain

Terrain may hinder movement by increasing the cost (in inches) of entering it or passing through it. This additional cost is given in the Movement Cost table. Note that many terrain conditions may significantly raise the cost of movement (for example when the level changes while moving through water space).

Water: 'Mechs entering water must pay the required movement cost plus the additional movement cost for water and the cost for any change in height.

Level change: 'Mechs may climb up and move across terrain if the difference is no more than 2 inches per 1 level (1 inch horizontally). Such movement additionally costs 1 inch of movement for each 1 inch of level change (for exceptions see Jumping, p. 14). Level changes larger than these values are considered forbidden movement in Alpha Strike. If a unit does not have enough inches of movement to climb to the required terrain level, it must remain on the previous level and cannot move any further.

Movement Cost table

Terrain typeMovement cost
Clear1''
Rough terrain / rubble+1''
Woods+1''
Water+1''
Level change (up or down) per 1''+2'' (maximum 2'' per 1'' travelled)

[The source has a basic movement diagram here (a Vulture 'Mech on hills, a ravine, woods and water, labelled points A to D). It is an image and is not transcribed; the example is given in full below.]

The example on the basic movement diagram, to the right, shows a Vulture with 10 inches of movement. To move to point A, this 'Mech must spend 4 inches of its available movement to reach the hill, 4 inches to climb the hill and another 2 inches to move across the hill. Because this uses up its movement, the Vulture stops here, and the player controlling it then chooses the facing of the 'Mech.

The Vulture cannot move to point B, because the level change of 4'' is larger than the permitted 2'' of level change per 1'' travelled.

If, however, the player decides not to finish the movement on top of the hill, the 'Mech may go around the hill and stop at point C. In this case it spends 6 inches going around the hill, and the remaining 4 inches on entering the gully between the hill and the woods.

The Vulture may also move to point D, ending its movement in the woods. To do so, the 'Mech spends 7 inches moving to the edge of the woods. Because the cost of entering woods is 1 additional inch per inch travelled through such terrain, the 'Mech can at best penetrate the woods only 1.5 inches.

If the player decides to place their Vulture in the water, it spends 3 inches moving to the water's edge, 4 inches for the movement of the level change in the water, and another 3 inches to go 1.5 inches from the edge of the bank.

Jumping

Any 'Mech whose movement statistics include the letter J has the ability to jump over obstacles. The distance such a 'Mech can jump is given next to the letter J. Jumping is a type of movement that cannot be combined with ordinary ground movement of the same unit in the same movement phase. Units with jump ability cannot always jump, and sometimes ordinary ground movement will be longer than the jump (for example, the JR7-K Jenner with its movement of 14''/6''J may use 14'' of ground movement or jump 6'').

When moving, a jumping unit ignores the cost of terrain and may jump in any direction, regardless of its initial facing. A jump always takes the shortest path; the player simply chooses the end point (from the possible ones), and the unit lands in that terrain with any desired facing.

Maximum jump height. For a jump to be permitted, the jumping unit must not have any obstacles from the terrain when attempting to cross it. A jumping unit may jump over any terrain that is lower than its jump value plus its current elevation, so a unit with 6 inches of jump may jump over any obstacles lower than 6 inches.

Downward jump. A jumping unit may safely jump down from any height (for example when jumping down from a cliff or a building).

Water. Units with jump ability may jump into water, but may not jump out of it.

Combat Phase

In the combat phase each unit may make one attack against another unit, whether physical or weapon. If a unit cannot or does not wish to attack this turn, it is simply skipped this turn.

To make an attack, the player names the attacking unit, the type of attack (weapon or physical) and, if possible, the overheat value (see Overheat, p. 20) that will be used in the attack. The player then resolves the combat with that unit, inflicting all damage on the target, then moves on to another available unit and repeats this process until combat has been resolved for all of their units. If a player decides not to attack with some unit, or if a unit cannot attack for some reason, the player may skip it this turn.

Once the player has resolved (or skipped) all combat actions of all their units, the opponent does the same.

In introductory-level Alpha Strike the only permitted targets for attacks are other units.

Resolving Weapon Attacks

The sequence for resolving weapon attacks is as follows:

  • Step 1: Line of sight (LOS) check
  • Step 2: Firing arc check
  • Step 3: Range determination
  • Step 4: Determining the target number
  • Step 5: To-hit roll
  • Step 6: Determining and applying all damage
  • Step 7: Critical hit roll (if any)

Step 1: Line of sight check. In Alpha Strike, line of sight is determined by what a unit can "see" from its position on the table. Usually one simply looks along the distance between attacker and target. If the target is visible, LOS exists. If there are any difficulties in determining LOS, a wooden metre stick, for example, is laid from miniature to miniature, or a laser measure may be used.

If, because of solid terrain (for example hills or buildings), less than one third of the miniature is visible, LOS is considered blocked.

Non-solid terrain, for example woods, does not automatically block LOS. For such terrain features, LOS is blocked only if it passes through 6 or more inches of non-solid obstacles of this kind. Woods that interfere with but do not block LOS give a to-hit modifier to the attacker (see the To-Hit Modifiers table, p. 16).

Adjacent ground units. Units in base contact always have LOS to each other.

Intervening units. Such units are not considered terrain features, and therefore do not affect LOS or attacks.

Partial cover. If more than one third (but less than two thirds) of the target is hidden behind blocking terrain, LOS is not considered blocked. In such cases the target is said to be in partial cover, and because of this the attacker applies a modifier to the to-hit number of its attack (see the To-Hit Modifiers table, p. 16).

Woods. Units do not receive partial cover from woods.

Water. 'Mechs standing in water at depth (negative elevation) of level 1 receive the advantages of partial cover from the water. Because the 'Mech is surrounded by water, this partial cover applies even when the attacker is higher than the target and under normal conditions would see the target's legs. If a unit is fully submerged in water (for example a 'Mech standing in water 2 or more inches deep), LOS to it (and from it) is considered blocked.

[The source has a LOS diagram here, showing 'Mech A, 'Mech B, a ground vehicle C and a VTOL D. It is an image and is not transcribed. The example it illustrates is given in full below.]

The example in the line-of-sight diagram at the top shows 'Mech A wanting to aim at 'Mech B. From the point of view of 'Mech A, the only thing its player can see is a stand of woods. Using a measuring ruler to determine the extent of the intervening woods, the player finds that 7 inches of light woods intervene in LOS. Because this is more than 6 inches, LOS between the two 'Mechs is blocked; thus 'Mech A cannot attack 'Mech B. The player therefore decides to attack ground vehicle C. Unfortunately, on drawing LOS to that miniature, the player finds that it is actually not visible behind the low mountain ridge between them. The only target visible to 'Mech A from its position therefore becomes vehicle D, a VTOL currently at a height of 5 inches above the table. The player controlling 'Mech A notes that in this case too LOS passes through the woods lying between them, which he confirms with a measuring tool.

Step 2: Firing arc check. Each unit in Alpha Strike has a defined area within which it makes attacks. These areas of fire, determined by the type of unit and the direction of its front, are known as firing arcs. The firing arcs of a 'Mech extend to the edge of the battlefield in the direction shown on the diagram to the left.

If more than half of the target's base lies outside the attacker's firing arc, the attack is not possible.

Step 3: Range determination. Alpha Strike uses fixed ranges for all types of weapons. To determine the range in which the target is located, measure the distance from the edge of the attacker's base to the edge of the target's base and compare the resulting number with the Alpha Strike Ranges table.

A successful attack inflicts on the target the damage given for that range of that weapon, but not all units can deal damage at all ranges. If the damage value on the unit card for the range identified is given as 0 or a dash, that unit cannot attack in that range.

Base contact. A unit may not attack with a weapon against an enemy with which it is in base contact. In such cases only a physical attack is permitted (see Resolving Physical Attacks, p. 19).

Alpha Strike Ranges table

DistanceRange
Up to 6''Short
More than 6'' up to 24''Medium
More than 24'' up to 42''Long

To-Hit Modifiers table

Range modifiers

RangeDistanceModifier
Shortup to 6''+0
Mediummore than 6'' to 24''+2
Longmore than 24'' to 42''+4

Target movement modifiers¹

TargetModifier
Stationary-4
Available movement 1''–4''+0
5''–8''+1
9''–12''+2
13''–18''+3
19''–34''+4
35''++5
Target jumped+1

Terrain modifiers²

TerrainModifier
Woods+2
Partial cover+2

Physical attack modifiers

Type of physical attackModifier
Charge+2
Death from above+3
Melee+1
Standard+0

Other modifiers

AttackerModifier
Has fire-control system damage³+2
Overheating (heat level [1–3])⁴+heat level

¹ The target movement modifier depends on the available movement and is modified by the heat level and critical hits (if any). For units with several movement modes apply the largest modifier. The actual distance moved has no value.

² The modifier applies if this terrain intervenes or is occupied by the target.

³ This modifier may apply several times, but it is not applied to physical attacks.

⁴ Heat modifiers do not apply to physical attacks.

Step 4: Determining the target number. Once the player establishes that they have LOS to the target, that the target is in the firing arc of the attacking unit and that the unit can deal damage in the range identified, the player must determine the to-hit number. For the attack to succeed, the result of the dice roll must equal or exceed this to-hit number.

The base to-hit number for all attacks equals the unit's skill rating. This number is then modified according to the range of the attack, the movement of the target, terrain features and other factors. The modifiers applicable in introductory-level Alpha Strike are given in the To-Hit Modifiers table. Unless stated otherwise, all modifiers are cumulative, that is, they are all added to the base to-hit number, thereby determining the final size of the target number.

Units with a shut-down reactor. Such units are immobile and therefore receive a target movement modifier of -4.

Intervening terrain and occupied terrain. Terrain is considered occupied if any part of a unit's base is touching that terrain. Terrain is considered intervening if LOS passes through it before reaching the target (see LOS check, p. 15).

[The source has a to-hit diagram here, showing an Alice CTF-3L Cataphract at point A attacking an ANV-3M Anvil at point B. It is an image and is not transcribed. The worked example it illustrates is given in full below.]

In the to-hit diagram on the right, Alice's CTF-3L Cataphract stands at point A and attacks the ANV-3M Anvil at point B. Alice's 'Mech has a skill rating of 3, so its base to-hit number is also 3. It now applies the following modifiers:

The Anvil is 2 inches away from her, which places it in the short range (no modifiers).

The Anvil's available movement is 10''/4''j. The 10'' of ground movement gives a target movement modifier of +2, while the 4''j movement gives a target movement modifier of only +1 (+0 for 4'' of movement, +1 for jump ability, = +1). Because the modifier for ground movement is greater, that is the one applied.

Next, Alice adds +2, because the Anvil is in water, which gives it partial cover.

In total the modified to-hit number is 7 (3 [skill] + 0 [short range] + 2 [target movement] + 2 [partial cover] = 7). To hit the target Alice will need to roll 7 or more.

Step 5: To-hit roll. To carry out the attack the player rolls 2D6 for each unit and compares the result with the modified to-hit number calculated in the previous step. The attack succeeds only if the result of the roll equals or exceeds the modified to-hit number.

Step 6: Determining and applying damage. If the attack succeeds, damage is applied at once, but its consequences take effect only in the end phase. Before applying damage, the direction of the attack and the amount of damage must be determined.

Direction of attack. If an attack hits a unit, it must be determined whether the attack struck the front or the rear of the unit. To do this, draw a straight line from the centre of the attacker's base to the centre of the target's base. If the attack line passes through the rear edge of the target's base hex, the attack is directed at the target's rear. In all other cases it is to the front. If the line passes exactly between two edges of the base hex, the target chooses the direction of the attack.

Amount of damage. The base amount of damage inflicted by a successful attack equals the damage value of the attacking unit in the corresponding range. If the target is in the short range, the base damage is given in the S field. If medium, the M field. If long, the L field.

Add 1 additional damage point to each successful attack that struck the target's rear.

Units that track heat may, at the cost of additional overheat, inflict extra damage. The decision to overheat in order to possibly inflict extra damage must be made when the attack is declared, but before it is resolved (see Overheat, p. 20).

Special ability "Heat" (HT). Some units have the advantage of heat-generating weapons. Such units have the special ability "Heat" (HT#/#/#) in their statistics. This ability also has a numerical value (for example HT1/1/-), which indicates the number of additional heat points inflicted on the target in the given range (short/medium/long) in the end phase of the turn in which the attack was made. (This heat is added to the damage inflicted in the course of the ordinary weapon attack, so a unit that can deal 3 points of damage at short range and has the special ability HT1/-/- in fact inflicts at short range 3 points of damage plus 1 point of heat.)

Applying damage. In the case of a successful attack, the process of inflicting damage can be followed with the following questionnaire:

  • Question 1: Does the target unit's card have any uncrossed armour (Arm) circles?
    • Yes: Cross out as many armour circles as the damage inflicted. If damage remains but all the armour is already destroyed, go to Question 2.
    • No: Go to Question 3.
  • Question 2: Does damage from the attack still remain?
    • Yes: Go to Question 3 to apply the remaining damage.
    • No: The attack is over.
  • Question 3: Does the target unit have any uncrossed structure (Str) circles?
    • Yes: Cross out as many structure circles as the damage inflicted. If damage remains but the structure is already entirely destroyed, go to Question 4.
    • No: Go to Question 4.
  • Question 4: Does damage from the attack still remain?
    • Yes: The target unit is destroyed.
    • No: Go to Question 5.
  • Question 5: Does the target unit have any uncrossed structure (Str) circles?
    • Yes: Make another roll on the Critical Hit Determination table (see Step 7: Critical hit roll, p. 18). The attack is over.
    • No: The target unit is destroyed.

Example. The RFL-3N Rifleman of Kevin began the turn undamaged, with 4 points of armour and 5 points of structure. In the combat phase its 'Mech received weapon hits from an STK-5S Stalker and a BSW-X1 Bushwacker. After checking the direction of the attacks, it turned out that all attacks struck the front of Kevin's 'Mech. The Stalker attacked at medium range and inflicted 3 points of damage. Kevin crossed out 3 armour circles, leaving him with 1 point of armour and 5 points of structure. Because this damage did not affect structure, no critical hit roll is made.

The Bushwacker also attacked at medium range and also inflicted 3 points of damage. Kevin crosses out the remaining 1 armour circle and 2 structure circles: now he has no armour left, and only 3 structure circles remain.

Kevin tells his opponent that the attack struck structure. This gives rise to a chance of a critical hit. His opponent rolls 2D6, gets 10, then consults the Critical Hit Determination table. This result means the Rifleman has taken a critical hit to its fire-control system. In subsequent turns this 'Mech will receive an additional to-hit modifier of +2 on all its weapon attacks.

Step 7: Critical hit roll. Whenever a hit damages structure, critical damage may weaken or degrade the target unit. To find out whether the hit was critical, and what was damaged, the attacker rolls 2D6 and consults the Critical Hit Determination table. Critical hits must be clearly marked on the unit card. The consequences of all critical hits remain permanently.

If the consequence of a given critical hit cannot affect the target unit (for example a critical hit to the weapons of a unit that already has its damage value reduced to 0 by damage), instead apply 1 additional damage point to the unit, but for this damage no additional critical hit roll is made.

Consequences of critical hits. The table below gives summary information on the consequences of critical hits.

Critical Hit Determination table

2D6 rollResult
2Ammunition hit
3Engine hit
4Fire-control system hit
5No critical hit
6Weapon hit
7Movement (running gear) hit
8Weapon hit
9No critical hit
10Fire-control system hit
11Engine hit
12Unit destroyed

[The source has a photo caption here about a Sunder, noting it apparently took a weapon hit and most likely a movement system hit. Not transcribed.]

Ammunition hit. If the unit does not have the special ability "CASE", "CASE II" or "Energy" (ENE), the unit is destroyed. If it has "CASE", the unit receives 1 additional damage point (make another additional roll on the Critical Hit Determination table, if structure is affected). If it has "CASE II" or the special ability "Energy" (ENE), there is no additional damage; this result counts as "no critical hit".

Engine hit. The unit's running gear is damaged. As a result, whenever this unit fires it generates 1 additional point of heat, without suffering any excess damage from overheating (the unit may still use overheat to increase the damage of its attacks, but this heat is added to the 1 point of heat generated by the engine hit). A second engine hit destroys the unit.

Fire-control system hit. A mechanism controlling the unit's weapons has been damaged. This is a wide range of malfunctions, from an arm actuator to a sensor hit. Each fire-control system hit adds another +2 to-hit modifier to all subsequent weapon attacks of this damaged unit (this modifier does not apply to physical attacks).

Movement (running gear) hit. A mechanism relating to the running gear of this unit has been damaged. Such a unit loses half of its current movement, rounding fractions normally (with a minimum loss of 2 inches). If as a result the unit's movement falls to 0 (or less), the unit is considered immobile.

No critical hit. No consequences.

Unit destroyed. The unit has suffered catastrophic damage and leaves the game.

Weapon hit. Such a hit represents the destruction of some of the weaponry. All damage values are reduced by 1 (to a minimum of 0). Weapon hits do not affect the values of the unit's physical attacks.

Resolving Physical Attacks

The process of physical attacks is similar to that of weapon attacks, but range is not considered, and therefore some steps are omitted:

  • Step 1: Determine the type of physical attack
  • Step 2: Determine the target number
  • Step 3: To-hit roll
  • Step 4: Determine and apply damage
  • Step 5: Critical hit rolls (if any)

Step 1: Determine the type of physical attack. 'Mechs have the following 3 types of physical attack: standard, melee and special. In a turn a unit may make only one type of physical attack. Units may not make physical attacks in the same turn in which they made a weapon attack.

Standard physical attacks. These consist of punches and kicks, when 'Mechs use their limbs to inflict damage on the target. Such attacks may occur only when the attacker is no further than 1 inch from the target, and the target is within the attacker's firing arc (see Firing arc check, p. 16).

Melee physical attacks. Such attacks may be made only by units that have the special ability "Melee" (MEL). The unit uses its weapon as the instrument for inflicting damage on the enemy. Units with this ability may not use a standard physical attack instead. Such attacks may occur only when the attacker is no further than 2 inches from the target, and the target is within the attacker's firing arc (see Firing arc check, p. 16).

Special physical attacks. The most aggressive and risky physical attacks are the charge and the death from above (DFA). Only one of these special physical attacks may be made against a target in one turn: once a unit has been chosen as the target of a special physical attack, it may not be the target of any other special physical attack. Charges and death-from-above attacks may be made only if the attacker can, at the end of its movement, come into base contact with the target's base; therefore such attacks may be made only against targets that have already finished their movement (in addition, death-from-above attacks may be made only by units with enough jump movement to reach the target).

Step 2: Determine the target number. The base to-hit number for all physical attacks equals the unit's skill rating. This number is modified depending on the type of physical attack chosen, the target's ability to move, terrain features and other factors. The modifiers applicable to physical attacks in introductory-level Alpha Strike are given in the To-Hit Modifiers table. Unless stated otherwise, all modifiers are cumulative, meaning that they are added to the base to-hit number when establishing the final target number.

Units with a shut-down reactor. Such units do not receive target movement modifiers for the target's available movement.

Intervening terrain and occupied terrain. Terrain is considered occupied if any part of a unit's base touches that terrain. Terrain is considered intervening if LOS passes through it before reaching the target (see LOS check, p. 15).

Step 3: To-hit roll. To carry out the attack the player rolls 2D6 for each unit and compares the result with the modified to-hit number calculated in the previous step. The attack succeeds only if the result of the roll equals or exceeds the modified to-hit number.

Step 4: Determine and apply damage. If a physical attack succeeds, damage is applied at once, but its consequences take effect only in the end phase. Damage from all physical attacks is applied in the same way as damage from weapon attacks. The damage value for standard and melee physical attacks equals the size value of the unit; units with the special ability "Melee" add 1 additional damage point to this number. Special physical attacks use other rules for determining damage, described below.

Charge attacks. In the case of a charge, the attacker uses its ground movement and its speed and mass to inflict damage on the enemy. A successful charge inflicts damage on both the attacker and the enemy. The damage to the charged unit is based on its weight and the distance travelled in the movement phase.

The damage from a successful charge equals the number of inches travelled, multiplied by the size value of the charging unit, and divided by 8, rounding fractions normally. Thus a size 3 unit charging its target from a distance of 6 inches will, on a successful attack, inflict 2 points of damage (6 [inches] × 3 [size] ÷ 8 = 2.25, rounded normally to 2).

Damage to the attacker. If a charge is successful, the attacker also takes 1 point of damage, if its target has size 3 or more. This damage does not count as an attack by the target; the target may attack normally in its own combat phase.

Death-from-above attack. To carry out such an attack the attacker must be able to jump. Units that are airborne may not be the target of such attacks. On a successful death-from-above attack the attacker inflicts damage equal to its charge damage +1 (see the Charge Damage table).

Damage to the attacker. If a death-from-above attack is successful, the attacker also takes damage equal to its size value. This damage does not count as damage from the target, so the target may attack normally in its combat phase. If the death-from-above attack fails, the attacker takes 1 point of damage (+1 additional point of damage if the attacker's size is 3 or more).

Step 5: Critical hit rolls. Like weapon attacks, physical attacks may also result in critical hits. More details are on p. 18, Critical hit roll.

Death from above. A successful attack of this type automatically results in one roll on the Critical Hit Determination table against the target, even if the target suffers no structure damage from this attack. If the target does suffer structure damage from this attack, one more critical hit roll must be made.

Overheat

Many units have an overheat value (OV) given on their card. This number reflects the feature that such units carry weapons larger than they can safely fire. The warrior piloting such a machine may, in order to inflict extra damage on the enemy, set aside all safety considerations. However, the rise in heat caused by such actions slows the 'Mech's reactions and causes targeting systems to fail at the worst moment; all this continues until the 'Mech cools down.

Using the overheat value. The attacker must declare the use of OV, and state the number of OV points being used, before resolving its to-hit roll. A unit may use its OV points in any amount from 0 up to the maximum value of that figure. If the attack succeeds, it inflicts additional damage at short or medium range equal to the number of OV points declared for use.

Each OV point used adds 1 point to the unit's heat scale (see Heat, p. 20). If an overheating unit is in water, it reduces its heat level by 1.

Special ability "Heat" (HT). Attacks using the "Heat" special ability (HT#/#/#) may not be strengthened by using overheat.

Special ability "Overheat at long range" (OVL). If a unit has this ability, it may use it at long range in exactly the same way as at short and medium range.

Maximum overheat and consequences on the heat scale. Using overheat raises the unit's heat and may mean that in subsequent turns the unit moves more slowly and shoots less accurately. A unit may not overheat by more than the amount allowed by its heat scale (see Heat, p. 20).

[The source has a worked example here, the STK-3F Stalker, which is transcribed in full below.]

The STK-3F Stalker 'Mech has the following statistics on its card: Damage (S/M/L) 3/4/2, OV 3, and no OVL special ability. With OV 3, the 'Mech may overheat by no more than 3 points. This means that this 'Mech can inflict up to 6 points of damage at short range (3+3=6), or 7 points at medium range (4+3=7), but at long range its damage will be only 2 points, because it lacks the OVL special ability.

In the next turn this 'Mech may overheat by only 1 additional point, because only one box on the heat scale will remain free (reactor shutdown). It cannot overheat by 2 or 3 again until the 'Mech has cooled down.

End Phase

The rules for the end phase of Alpha Strike follow. Players may resolve this phase simultaneously.

Damage. Unless overridden by a special ability, all damage inflicted in the combat phase takes effect in the end phase. Also here all consequences of critical hits take effect, and all destroyed units must be removed from the battlefield.

Heat. The boxes with numbers and the letter "S" to the right of the OV value form the heat scale of the unit. When a unit overheats, the number of points of overheat is added to the unit's current heat level, and the new value is marked on the scale. The unit's current heat level is added to the target numbers of its weapon attacks, and twice the current heat level (in inches) is subtracted from the unit's ground movement value (jumping movement is not affected by heat). The current heat value is marked on the scale in pencil, because this figure often changes during play.

Remember that the heat level does not change until the end phase of the turn in which the unit overheated. Therefore the modifiers caused by overheating do not affect the attack that caused the overheat; the effect of overheating will be felt in the next turn.

Special ability "Heat" (HT#/#/#). This ability (see p. 21) expresses the ability of a unit to raise the heat of an enemy through external heat sources (for example flamethrower weapons). In one turn a unit cannot receive more than 2 points of heat from attacks using this ability. If a unit able to build up heat has already received 2 points of heat caused by this ability, no further consequences follow for it; all excess heat from such attacks is simply lost.

Reactor shutdown. The maximum heat level is 4, marked on the heat scale as "S", which means automatic reactor shutdown. A unit that reaches this heat level has its reactor shut down, and in the next turn it may not move or attack.

A unit with a shut-down reactor is considered immobile and therefore has a target movement modifier of -4.

Cooling. Any unit that used overheat in this turn builds up its heat as described above and does not cool down at all in the end phase.

If a unit outside water (or in water less than 2 inches deep) fires in this turn but does not use overheat, its heat level in the end phase remains the same. A unit in water 2 inches deep or more that used overheat by no more than 1 point also keeps its heat level unchanged in the end phase.

Heat level decreases in the end phase only for the following reasons:

  • A unit that begins the end phase with its reactor shut down automatically resets its heat level to 0 (and its reactor restarts).
  • A unit that did not make a weapon attack in the current turn also reduces its heat level to 0.
  • A unit that has entered water 2 or more inches deep reduces its heat level by 1 point, if it did not use overheat in the same turn.

Example. In the current turn Caleb's Loki Prime 'Mech overheated by 2 points (it has not yet reached the maximum of 3). In the end phase of this turn Caleb marks 2 boxes on the heat scale. At the start of the next turn, and for as long as his Loki keeps its current heat level, it will lose 4 inches of movement (2 heat × 2 inches) and receives a +2 to-hit modifier on all weapon attacks. While the Loki continues to fire its weapons, or does not end up in water deep enough, it will keep its heat level at 2 points. If in the next turn Caleb uses another 2 points of overheat, the reactor of his 'Mech will automatically shut down in the end phase of that turn, and the 'Mech will be unable to move or fire for the whole of the following turn. If the Loki is not destroyed in the turn in which its reactor shut down, in the end phase of the following turn its heat level will drop to 0, and its reactor will restart.

Special Abilities

Special abilities reflect additional characteristics of a unit, arising from its equipment or the type of the unit itself. Although most of these abilities give the unit advantages, some of them may be a certain inconvenience or even a hindrance. If any special ability contradicts the basic rules of the game, the ability takes precedence over the rules.

Units may have many special abilities. If two special abilities contradict each other, consult the detailed descriptions of these abilities to resolve the matter.

In introductory-level Alpha Strike the special abilities listed below apply, and their descriptions are given. Any special abilities not in this list do not affect introductory-level play; they are used in standard or advanced Alpha Strike.

Special Ability Descriptions

The abilities are arranged by their English name, with their accepted abbreviation given in brackets. Special abilities whose name is followed by a number (#) have an effect based on the size of that number. For example, a unit with HT1 means the following: on a successful attack this unit may inflict 1 point of heat on the target; a unit with HT2 inflicts 2 points, and so on.

CASE (CASE). Units with this ability can minimise the catastrophic consequences of an ammunition explosion, thanks to which they survive critical hits of the type "ammunition hit" (see Ammunition hit, p. 18), but they take additional damage.

CASE II (CASE II). Units with this ability are excellently protected against an ammunition explosion and therefore ignore critical hits of the type "ammunition hit" (see Ammunition hit, p. 18).

Energy (ENE). Units with this ability have practically no explosive ammunition and therefore ignore critical hits of the type "ammunition hit" (see Ammunition hit, p. 18).

Heat (HT#/#/#). Units with this ability may, in the end phase of the turn in which they successfully attacked the enemy, raise the heat of the target (on its heat scale). If the target's type is such that it does not use a heat scale, the value of this heat is simply added to the damage value the target received in the successful attack (see Determining and applying damage, p. 17).

Melee (MEL). This ability indicates that the 'Mech is fitted with weapons for physical attack, which adds 1 point to the damage of a physical attack on a successful melee attack (see Resolving physical attacks, p. 19).

Overheat at long range (OVL). A unit with this ability may overheat up to the indicated OV value, applying it to the damage value at long range, and may also inflict damage at short or medium range (a unit without this ability can inflict such damage only at short and medium range).

[The source has a photo caption here for a Wolverine II WVR-7H, mercenary. Not transcribed.]

Alpha Strike Standard Level

[The source has a photo caption here: "Clan Wolf forces hold the gates of the Kerensky Ancestral Name Chapel against all challengers." Not transcribed.]

The following rules of Alpha Strike are considered suitable for standard-level play. Because they cover a wide range of ground combat units available to armies in BattleTech, they are broader than those suitable for use in introductory-level Alpha Strike games.

Although these rules focus mainly on conducting ground battles, they may also be used together with the aerospace component of the game, which is revealed in the next chapter. For this reason there are numerous cross-references in these chapters.

However, players are not obliged to include in their standard-level Alpha Strike games all the unit types mentioned.

Components

Standard Alpha Strike uses the same basic components as the introductory level, including miniatures, six-sided dice, measuring devices and tabletop terrain. All these items were briefly reviewed in the previous chapter (see pp. 10–21). Unit cards, which hold the vital statistics and characteristics needed for play, are used exactly as described for introductory-level play, but the broadening of the list of unit types has led to new information, which has given rise to new game terms, described next.

Additional Game Terms for Standard Alpha Strike

The following are terms often used in standard Alpha Strike games; they supplement those given for introductory-level Alpha Strike:

Unit. In these rules the term "unit" still means any individual element or group of elements used in play which moves and attacks as a single whole. BattleMechs, industrial 'Mechs, combat vehicles, support vehicles, conventional fighters, aerospace fighters, small craft, dropships, and mobile structures act as single-element units. Protomechs act in groups of 5 elements, usually called Points; in the game these Points also act as a single unit. Conventional armour infantry, which is a group of infantrymen, is likewise considered a single-element unit called a Point or a Squad (depending on the faction). The same applies to conventional infantry formations organised into platoons or Points and appearing on the battlefield as single-element units.

Unit type. In addition to BattleMechs (BM), which first appeared in introductory-level Alpha Strike, the following unit types are added in standard Alpha Strike: industrial 'Mech (IM), protomech (PM), combat vehicle (CV), support vehicle (SV), aerospace fighter (AF), conventional fighter (CF), spheroid dropship (DS), aerodyne dropship (DA), small craft (SC), mobile structure (MS), conventional infantry (CI) and battle armour (BA). The unit type

determines not only vital information (such as forbidden terrain and operating conditions) but also the critical hit table used for that unit when it takes damage in combat.

'Mechs. In Alpha Strike the term "'Mech" (proper) usually means a BattleMech or an industrial 'Mech. Protomechs, which in many cases act like BattleMechs, are nevertheless designated separately.

DropShips. In Alpha Strike the term "DropShip" (proper) usually means a spheroid or aerodyne dropship.

Ground units. In Alpha Strike this term means ground combat units, including 'Mechs, protomechs, infantry, battle armour and ground vehicles.

Ground vehicles. In Alpha Strike this term means ground vehicles, including any combat or support vehicles using tracked (t), hover (h) or wheeled (w) movement. Wing-in-ground-effect vehicles (WiGE), using movement type (g), may also be classed as ground vehicles, but they have features also characteristic of VTOLs and naval vehicles, so this term does not always fit them.

VTOLs. In Alpha Strike this term means any combat or support vehicles using VTOL (v) movement; however, because of their unique running gear, this includes vehicles using wing-in-ground-effect with movement type (g). VTOLs are not considered true aerospace units when deployed on the BattleTech map, and therefore are not subject to the same rules.

Naval vehicles. In Alpha Strike this term means naval vehicles, covering any combat or support vehicles using naval (n) or submarine (s) movement.

Aerospace units. In Alpha Strike this term means aerospace units, covering any units that use the "Thrust" (Thrust) value instead of the "Move" (Move) value. This includes support vehicles built as fixed-wing combat units, as well as airborne combat units, conventional fighters, aerospace fighters, small craft and dropships.

Force (or Army). In Alpha Strike a player's army list is also known as a force. Depending on the scale of the game, a force may vary in size from a single-element unit to a full regimental combat team or larger. In these rules a force includes all the player's units.

Formation. In Alpha Strike, formation refers to the organisation of units in a player's force. The most common formations used by various factions in BattleTech usually start with lances (4 units), 3 lances make a company, 3 companies a battalion, 3 battalions a regiment. Many factions change the composition of these formations. For example, Clan factions use Stars of 5 units; 2 Stars form a Binary, 3 Stars a Trinary, 3 to 5 Binaries or Trinaries make a Cluster, and 3–5 Clusters make a Galaxy. Where the size of a formation matters to the rules, this is stated.

Thrust. In Alpha Strike aerospace units have a "Thrust" value instead of a "Move" value. Because of the fairly abstract mechanism for controlling aerospace combat, this value is measured in points, not inches.

Vehicles. In Alpha Strike, a reference to vehicles without specifying their particular types means all combat and support vehicles that use the "Move" value (but not "Thrust"), including VTOLs, ground vehicles and naval vehicles.

Setup

To begin setup, each player rolls 2D6. During setup the player with the highest roll is the winner of initiative. They choose the type of scenario, choose their force first and get the right to choose the home edge on the map for their force. After them the second player takes their army list (see p. 115) and begins to deploy on the map.

Choosing the Scenario Type

In most Alpha Strike games scenarios are limited to a simple form of confrontation to the last unit. Below are variants that players may try to play in Alpha Strike, adding some spice. Of course, players may devise their own scenario types.

Planetary Assault campaign. In the chapter on campaigns (see pp. 114–125), a sketch of a campaign consisting of several scenarios is given for describing the basics of a planetary assault. The "mission-links" presented here are given as a guide to Alpha Strike scenarios that may be used at each key point of this campaign.

Players may freely drop these links in individual Alpha Strike scenarios, or simply choose their sides and play out a planetary assault from start to finish. If the game is a complete campaign, ignore the usual scenario set-up rules given here. Instead, the winner of initiative may simply choose the attacking or defending force for the whole planetary assault campaign and use the set-up rules given for each link separately.

"Battle to the Last" scenario. The simplest scenario. Two equal forces, in both number of units and their point value, fight until one side is destroyed or forced to withdraw.

"Hold the Line" scenario. In this scenario one player acts as defender against an opponent with at least double its numbers. The defender wins if it destroys as many attacking units as it had at the start of the game. The attacker wins if it destroys all defending units.

"Breakthrough" scenario. In this scenario one player is the attacker and the other the defender. The two forces are equal, in both number of units and their point value, but the main task of the attacker is to cross the map from its starting deployment zone to the defender's home edge, exiting at least half of its units through it. The defender wins if it does not allow this to happen.

"Capture the Objective" scenario. In this scenario the enemy forces are equal in both number of units and their point value. During set-up one or more objective markers are placed among the terrain on the map (see Objective markers, p. 25). Depending on the players' preferences, either one side or both sides must try to capture these objectives during the scenario, without allowing the opponent to do the same.

Choosing Forces

The small army lists presented in this book correspond to the forces of various major factions affected by the Clan Invasion era. Composed mainly for quick introductory-level play, these forces consist entirely of 'Mechs, but in the files available in the Alpha Strike supplement series there are larger armies, with combined arms. Before the game begins, each player must choose one of the army lists as their force.

Players who intend to play a shorter game may take for their chosen scenario some part of the army from its list. On the other hand, players wishing to create a larger force may combine two or more army lists, and also increase the number of armies taking part.

Alternative army lists. In addition to the lists presented in this book, players may buy supplements on the internet, which are larger and more varied army lists corresponding to any required BattleTech era. Players familiar with the rules may even create their own army lists, either by adapting ordinary BattleTech units to Alpha Strike (using the rules from the Alpha Strike Companion), or by printing Alpha Strike cards from the BattleTech master unit list (www.masterunitlist.info).

Balancing forces. To establish game balance, each Alpha Strike unit has a point value (PV), which is a numerical assessment of the total combat effectiveness of that unit. Therefore forces with approximately equal PV and an equal number of units will have approximately equal combat abilities, or may even be identical. If players decide to use part (or several) army lists in a game, it will be necessary to balance the total PV and number of units of each force for the game required.

For very large and heavy battles players may, of course, unbalance the sides (for example by exchanging available units for ones with more PV because of other skill or firepower ratings). If the total point value is within 5% of the opposing force, even such unbalanced forces can still fight on equal terms; however, the greater the difference in numbers, the harder it will be for the player who is outnumbered. When deciding, remember that the game is above all intended to be enjoyable.

Change due to skill level. The Alpha Strike point value system is designed to produce an overall combat rating for a unit in Alpha Strike games where the default skill rating of 4 is used; but in many games players may find themselves in a situation where units with different levels of mastery are present. The rules below describe how a unit's point value changes depending on the skill rating of its pilot or crew.

Lower skill levels (skill rating 5+). The higher the skill rating value, the less the unit's point value. How much this skill value reduces the unit's point value depends on the base point value of that unit with the default skill value of 4. For units with a skill rating of this value above 4, the point value is reduced by 1 point for each 1 point of raised skill value, if the base PV of the unit is in the range 1–14, with an additional reduction of 1 point for each 1 point of raised skill value for every 10 points of the unit's base PV above that value. For simplicity of description, this formula is summarised in the "PV reduction for low skill" table below.

For example, a unit with PV 35 and skill rating 4, when given a crew with skill rating 6, reduces its PV by 8 points (4 [PV reduction for base PV 35–44] × 2 [crew mastery 2 points above the default of 4] = 8). The unit's PV is reduced to 27 (35 − 8 = 27).

PV reduction for low skill table (reduction in PV per 1 skill level)

Base PV of unitReduction in PV per 1 skill level
0–141
15–242
25–343
35–444
45–545
55–646
65–747
75–848
85–949
95–10410*

* Increase this PV reduction by 1 point for every 10 points of base PV above 104.

PV increase for high skill table (increase in PV per 1 skill level)

Base PV of unitIncrease in PV per 1 skill level
0–71
8–122
13–173
18–224
23–275
28–326
33–377
38–428
43–479
48–5210*

* Increase this PV increase by 1 point for every 5 points of base PV above 52.

Minimum PV. Regardless of a unit's starting PV and base skill modifiers, in Alpha Strike games the minimum PV of any unit is always 1.

Higher skill levels (skill rating 3 and below). The lower the skill rating value, the greater the unit's point value. How much this skill value increases the unit's point value depends on the base point value of that unit with the default skill value of 4. For units with a skill rating of this value below 4, the point value is increased by 1 point for each 1 point of lowered skill value, if the base PV of the unit is in the range 1–7, with an additional increase of 1 point for each 1 point of lowered skill value for every 5 points of the unit's base PV above that value. For simplicity of description, this formula is summarised in the "PV increase for high skill" table below.

For example, a unit with PV 39 and skill rating 4, when given a crew with skill rating 2, increases its PV by 16 points (8 [PV increase for base PV 38–42] × 2 [crew mastery 2 points below the default of 4] = 16). The unit's PV rises to 55 (39 + 16 = 55).

Preparing Unit Cards

The data presented in each army list contains the full Alpha Strike statistics needed for each unit in that army. This statistic must be carefully transferred to the corresponding fields of the game cards.

In standard Alpha Strike rules there are 2 types of game cards (see p. 11). Most units ('Mechs, combat vehicles, infantry, aerospace fighters and standard-size support vehicles) use the basic unit card, which has only one firing arc. However, buildings, large support vehicles, DropShips and mobile structures may have several firing arcs, and therefore use the type of card suited to them.

When transferring armour and structure values to the card of a unit, the additional armour and structure circles left over after the statistics are filled in must simply be shaded before play (for example the armour/structure values for the AWS-5M Awesome, listed in the Capellan Confederation army list, are 8/4. This means that when transferring the statistics for this 'Mech to its game card, armour circles above 8 must be shaded, and structure circles above 4).

Preparing the Battlefield

In Alpha Strike the available terrain is usually agreed by all players. The terrain is set up by the player who lost the initiative, and the player who won the initiative first chooses the edge that will be the home edge of their force (see Starting positions, below).

Objective markers (optional). Battles are always fought for something. To reflect this, players may place 4 (or more) objectives on the map, 2 from each deployment zone. These objectives will represent some important assets, capture or destruction of which will be a victory for one side and a defeat for the other; for example, the guarding of a very important person, rare fuel or ammunition, a building, an immobilised unit and so on. What exactly the objective means is limited only by the players' imagination; in play these objectives do not move, attack, or count toward totals.

When these objectives are used, the player with the lower initiative first places their opponent's objectives. As stated, the objectives must be located in the opponent's deployment zone, within 10 inches of the table edge opposite the home edge of the player who won initiative. Once the objectives of the player who won initiative have been placed, that player does the same with the objectives of their opponent.

Starting positions. Usually units begin the game off the map and appear on the battlefield in the 1st turn. However, by mutual agreement, units may begin the game already on the battlefield. In that case the player with the higher initiative may choose whether they will deploy their units first or second.

Once the decision is made, the players begin placing their units on the map in turn. Each unit being placed must begin its movement from its own deployment zone (this is the area within 10 inches of its home edge). All units are deployed in this way, with any facing direction.

If the sizes of the forces are unequal, consult the rule Unequal Number of Units (see p. 27).

Once the nature of the coming battle has been determined, all terrain features and objectives (if any) are set up. All units are placed on their starting positions, and the game begins.

Playing the Game

This section gives an overview of the game sequence for Alpha Strike. For simplicity these rules assume that each game is played for two sides, controlled either by two players or by two groups of players. Where the rules refer to a player, this means either a group of players or an individual player.

Game Sequence

A game of Alpha Strike consists of a series of turns. During each turn all units on the table get the opportunity to move and shoot or make physical attacks. Each turn consists of several smaller turns called phases. During each phase players may undertake one of the types of action, for example moving or fighting. Players carry out the phases in a set order. Special actions, movement, the consequences of damage and so on are fully explained in separate sections of these rules later on.

Each turn includes the following phases, listed in the order in which they are carried out:

Step 1: Initiative Phase. To determine initiative each player rolls 2D6 and adds the results of the dice together; equal results are rerolled. The player with the highest result is considered to have won the initiative for that turn.

Because in Alpha Strike movement and fighting are considered to happen simultaneously, the player who won the initiative actually moves and conducts the combat actions of their units after the player (players) with lower initiative. This reflects the shifting nature of the tactical situation.

Step 2: Movement Phase. The player with lower initiative moves one of their units first. Assuming that both sides have the same number of units, the player who won initiative then moves one of their own units. This continues until all units have been moved.

If the number of opposing units is unequal, the player with the larger number of units must move more of their units, in proportion to their number relative to the opponent. In such a situation consult the rule Unequal Number of Units (see p. 27).

Step 3: Combat Phase. As in the movement phase, the player with lower initiative acts first in the combat phase; but, unlike other actions, this time that player declares and resolves all combat actions of their units, and then the opponent does the same.

In the combat phase each unit may make one attack. Damage from these attacks is resolved at once, but the consequences of these attacks take effect only in the end phase of this turn. This means that a destroyed unit still has its normal chance to strike back.

Step 4: End Phase. Both players finish the end phase simultaneously.

In this phase each player carries out all the various remaining actions of the turn, for example removing destroyed units from the battlefield, or attempting to restart the reactors of units whose reactor shut down from overheating in the previous turn. The special rules for such actions state whether or not they occur in the end phase.

After all end-phase actions have been resolved the turn ends, and the players return to Step 1, repeating these steps until one side meets the victory conditions of the scenario.

Victory Conditions

In standard-level Alpha Strike victory is most often achieved when one player's army completely destroys the opposing army. If the last units of the opposing sides are destroyed at the same time, or become immobilised and unable to inflict damage on each other, the game is considered a draw.

If the rules for forced withdrawal are used (see Forced Withdrawal, p. 27), a unit forced to withdraw is considered defeated (but not necessarily destroyed). In Alpha Strike, defeated and destroyed units count equally for the winner of the game.

Alternative victory conditions. Of course, in some scenarios simply wiping out the enemy cannot be the criterion of victory. For example, in scenarios using objectives, capturing one or more designated objectives may be just as important, or even more important (see Capturing objectives, below). On the other hand, the game may use complex victory conditions, determining the winner by accumulating the required number of victory points (see Victory points, below). Other victory conditions specific to the scenario may also be used, depending on the nature of the campaign, and these may include tasks such as breaking through the enemy's lines and evacuating as many friendly units as possible through the enemy home edge. The ultimate goal of a scenario may be anything; it depends on the players.

Capturing objectives. In scenarios of the "Capture the Objective" type the ultimate goal of the players is to reach a designated objective and capture it; these objectives are marked on the battlefield by one or more markers (see Objective markers, p. 25). To capture an objective, a unit must approach to within 2 inches of the objective marker and must remain within 2 inches of the objective marker for two consecutive end phases. At the end of the second end phase the objective is considered successfully captured and is removed from the battlefield.

On the other hand, the objective to be captured may not be an object but a specific point that the players must hold for some time (measured in successful end phases). In that case the objective is not removed from play, but is considered occupied by the attacker for as long as the attacker remains within 2 inches of the objective marker without any defending units in that same area. The number of turns that must be held in this way is determined before the scenario begins.

Value of an objective in victory points. When awarding victory points in such a scenario, assign the objective a value in victory points based on the total point value of the defending forces. The recommended value in victory points is 0.66, multiplied by the total point value of the defending units and divided by the number of objectives in the game (rounded normally). For example, if the defender deployed a force with a total PV of 330, and its opponent must capture 2 objectives, the value of capturing each objective will be 109 points (330 × 0.66 = 217.8 ÷ 2 = 108.9, rounded to 109).

Victory points. Because each unit in Alpha Strike has a defined PV value, these points may be used as a means of determining the winner in a scenario and assessing the quality of their victory. Although there may be a great many ways of determining victory points, these rules give general guidance on counting victory points in the scenarios mentioned.

According to this system, players start the scenario with no victory points at all, and gain (or lose) them only as a result of the events listed in the Victory Points table. The player with the greatest number of victory points at the end of the game wins. If the difference between the players' points is greater than the number of points the winner used to acquire forces, the victory is decisive. Otherwise the victory is marginal. If the players' victory point totals are equal, the game is considered a draw.

Victory Points table

EventVictory points awarded
Enemy unit destroyed+ (PV of destroyed unit × 2)
Friendly unit destroyed− (PV of destroyed unit × 1)
Enemy unit withdrew*+ (PV of withdrawn unit × 1)
Friendly unit withdrew*− (PV of withdrawn unit × 0.5)
Objective occupied**+ (value of objective × 0.25)
Objective captured**+ (value of objective × 1)
Other eventvarious (at the player's choice)

* To count this in victory points, the unit must use the rules for forced withdrawal.

** Points are not awarded for occupying the same objective several times; victory points are not awarded if the objective is captured.

Forced Withdrawal (Optional)

Under the forced withdrawal rule, a crippled unit must leave the battlefield as soon as it takes damage sufficient to make it useless, or leaves it on the brink of destruction (see Crippling damage, below).

A unit forced to withdraw must move toward its home edge at the greatest possible speed. As soon as it reaches its home edge it leaves the battle and is removed from the game. If a withdrawing unit becomes immobilised before it reaches the map edge, its crew abandons the vehicle, and for game purposes that unit is considered destroyed. Withdrawing units may still attack the enemy while the enemy is within weapon range or within physical attack range.

Forced withdrawal is an optional rule, so its use must be agreed before the game begins.

Crippling damage. For the forced withdrawal rule, a unit meeting any of the following conditions is considered crippled and must withdraw:

  • The unit has no armour left, and its structure has been reduced by half (rounding fractions up) from its original level. If the unit has only 1 point of structure at the start of the game, it is considered crippled as soon as it loses all its armour.
  • The damage of this unit at short and medium range has been reduced to 0. This condition does not apply to a unit whose original damage value at short and medium range is 0.
  • Because of the effects of critical hits, this unit has become immobilised.

Movement Phase

Each unit has its base movement value given on its unit card. This value is the maximum number of inches the unit can cover in 1 turn. A unit may move in any direction, and the direction of its front at the end of its movement may be any direction. Units do not necessarily have to use their full movement; instead of moving, a unit may simply remain in place. In the course of its movement a unit may turn repeatedly to get around obstacles, as long as the number of inches covered does not exceed the unit's maximum movement value (for correctly measuring non-linear movement it is strongly recommended to use a flexible measuring tool).

As shown in the Movement Cost table, terrain may hinder movement or make it more difficult.

Moving and immobile units. A unit with a movement value of at least 1'' is considered mobile, and a unit with a movement value of 0'' is considered immobile. Mobile units that have temporarily reduced their movement value to 0'' or are otherwise unable to move at all (because of the effects of heat, critical hits, movement system damage and so on) are also considered immobile for as long as their movement value is 0''. An immobile unit may not use any movement, for example minimum movement or standing still.

Minimum movement. While a unit is able to move, it can always move 2 inches in any direction, regardless of the movement cost of that terrain (provided the terrain is not forbidden to that unit).

Facing. For 'Mechs and protomechs the direction of the front is considered to be the same as the direction of the legs of the miniature representing the unit. The direction of the front of vehicles and fighters is considered to be the same as the direction of the front of their miniatures. Infantry units (including conventional infantry and battle armour) do not have a defined front.

The facing of a unit affects the resolution of the combat situation (see Combat Phase, below), and may be changed arbitrarily only during the movement phase.

Stacking. During the movement phase a unit may move through space occupied by other friendly units, but may not move through space occupied by hostile units at the same height. If units occupy different heights during the movement of a unit (for example when a 'Mech with jump capability uses that movement mode), these units are considered to be at different heights, and passing through that space is allowed.

Regardless of how units arrived at their destination, in Alpha Strike they may not occupy the same space on the game table (even if the heights they occupy are different).

Terrain. Terrain may hinder movement by increasing the cost (in inches) of entering it or passing through it. This additional cost is given in the Movement Cost table. Note that many terrain conditions together may significantly increase the cost of movement (for example a level change when moving through woods or across water).

Water. 'Mechs entering water must pay the combined cost of such movement, the additional cost of moving in water terrain and the cost of any level changes.

Level change. 'Mechs may climb terrain with a slope of up to 2 inches (for 1 inch of horizontal movement), while ground vehicles, infantry and protomechs may climb terrain with a slope of only 1 inch (for 1 inch of horizontal movement). A level change costs 1 additional inch of movement for each 1 inch of level change (exceptions: see Jumping, p. 32, and VTOL movement, p. 31). In Alpha Strike a level change over terrain steeper than the above is considered forbidden, impassable to ground units. If a unit does not have enough movement left to climb to the required terrain level, it must remain on the previous level and cannot move any further.

Uneven Numbers of Units

The movement phase requires each player to move all of their units in turn. If in this turn each side has an equal number of units, this simply means that each player takes and moves one miniature in turn until all units have been moved. But if the numbers of units on the sides are unequal, this procedure changes.

To keep things fair, with uneven numbers of units their movement becomes proportional. This means that if, before the movement of any pair of units, one side has twice as many units left to move as its opponent, that player must move 2 units, not 1. If a player has three times as many units as the opponent, that player must move 3 units, not 1, and so on.

For example, at the start of the movement phase side A had 8 units and side B had 5. Side A won initiative. Before the movement of the first pair, side A does not have a double (or greater) advantage in the number of units over the units side B still has left to move, and so side B moves 1 'Mech, and side A also moves 1 'Mech. Now side A has an odd number of 'Mechs left to move, and side B has 4 'Mechs left. Because side A still does not have a double advantage over its opponent in movement, the sides again move 1 'Mech each. Before the start of the third pair of movements, side A has 6 units left to move, twice as many as side B. This means that side A must now move 2 units, and side B 1.

The following table gives the breakdown of the number of units moved in this game:

Movement no.Units left to move: Side AUnits left to move: Side BUnits moved: Side AUnits moved: Side B
15811
24711
33612
42412
51212

Editor's note on this table: in the source the "Side A" and "Side B" columns appear to be transposed relative to the worked example above it (the example has side A with 8 units and side B with 5 at the start, while the first row here reads 5 and 8 under side A and side B). The table is transcribed exactly as printed; the reader should follow the worked example for which side has which count.

Battlefield

Terrain may hinder the movement of any unit that cannot fly over it (for example VTOLs and wing-in-ground-effect vehicles, or units that move by jumping). This difficulty is expressed as an additional movement cost in inches for moving across such terrain. This additional cost is given in the Movement Cost table. Note that multiple terrain conditions together may seriously increase the movement cost (for example a level change when moving through woods or across water).

Forbidden terrain. Some types of units (or units that lack the necessary equipment) cannot enter certain types of terrain. The forbidden types of terrain and movement restrictions are given in the Movement Cost table. Again: these restrictions apply to a unit only if it attempts to pass through that terrain. Units that can float above the terrain beneath them (for example a VTOL in flight) do not observe these restrictions.

Water. Units entering water must pay a combined price for such movement, an additional price for movement on water terrain, and the price of all level changes. Water levels are measured in "depth" levels, expressed as a negative level change, so the deeper the water, the greater the absolute value of this figure. Ground units with the special ability "Amphibious" or units with movement modes (h), (g) or (n) may cross the water surface according to the Movement Cost table. Submerged units use the underwater movement rules below.

Level change. 'Mechs may climb terrain with a slope of 2 inches (for 1 inch of horizontal movement), while ground vehicles, infantry and protomechs may climb terrain with a slope of only 1 inch (for 1 inch of horizontal movement). A level change costs 1 additional inch of movement for each 1 inch of level change (exceptions: see Jumping, p. 32, and VTOL movement, p. 31). In Alpha Strike a level change over terrain steeper than the above is considered forbidden, impassable for ground units. If a unit does not have enough movement left to climb to the required terrain level, it must remain on the previous level and cannot advance further.

Underwater movement. Movement along the bottom of a body of water, as opposed to movement on the water surface itself, is rare, although it does happen; but very few units without underwater movement can operate in water while fully submerged.

For movement to count as underwater, the unit must be fully submerged. For 'Mechs this means the unit must be in water at least 2 inches deep; submersible vehicles and submersible infantry units (including battle armour) must be in water at least 1 inch deep. If a submerged unit has the special ability "UMU" (see p. 48) or an underwater movement mode, it may move as an underwater unit (see Underwater movement, p. 31). In other cases, at a depth of up to 30 inches, the unit must move along the bottom of the water body by ground underwater movement, spending 4 inches of movement for each 1 inch moved, plus all the normal movement costs for a level change from one depth to another.

Movement on road surfaces. In Alpha Strike, movement along a road or paved surface is identical to movement on clear terrain, but with the advantage that it applies mainly to ground units. For beginners: all ground units that move exclusively along roads pay only 1 inch of movement for each 1 inch moved, plus the cost of level change. This means that even if a road runs through woods, those woods are not counted for as long as the unit stays on the paved surface.

In addition, ground units with movement mode (w) or (t) (including combat and support vehicles) that remain on a road surface for the whole movement phase gain an additional 2 inches of movement.

Movement of unit types. As indicated in the Movement Cost table, terrain features may affect a unit's movement mode. The base cost shown in the Movement Cost table relates mainly to 'Mechs (and protomechs), but a wide range of unit types and their sizes also affect tactical movement. This is reflected in the table "Movement of unit types".

'Mechs, protomechs and battle armour usually do not have movement types given in their movement statistics, which means that they use the rules for ordinary movement, with the exceptions and changes shown in the Movement Cost table.

Hovercraft movement. For the purposes of the rules, any unit with hover movement mode (h) is considered a ground vehicle, but operates subject to the restrictions on special movement given in the Movement Cost table. Hover movement mode is marked in a unit's movement statistics by the code (h). In movement such units usually cannot enter woods, and water is treated as clear terrain, at a cost of 1 inch of movement for each 1 inch moved over the water surface.

Photo caption on the source page (not transcribed): the bloody battle for Cairo between the Blakists' "Light of Mankind" and Devlin Stone's allied forces.

Movement Cost table (standard)

Terrain typeCost of movement per 1 inch
Base movement: clear1''
Paved / road / bridge+0''¹
Rough terrain+0''²
Rubble+1''
Woods+1''
Water: surface only+1''³
Water: depth 0''–1''+0''
Water: depth 2''–3''+1''⁷
Water: depth 4''++6''⁷
Level change (up or down) per 1'' of level+2'' (BattleMechs, protomechs)
Level change per 1'' of level+2'' (VTOLs in the air)
Level change per 1'' of depth

Note: Units in the air (including airborne vehicles and aerospace units) ignore all terrain conditions while they occupy the same space and level (including attempts to land or take off). If airborne units try to enter terrain forbidden to them, they automatically crash.

¹ Movement cost +1'' for wheeled support vehicles without the special ability "Off-Road" (ORO).

² All tracked or wheeled units receive an additional 2'' of movement in any turn in which they spent all their movement on such terrain.

³ Infantry units reduce the movement cost of entering this terrain by 1'' (to a minimum of +0'').

⁴ Wheeled units with two-wheel (b) or single-wheel (m) movement modes may move through this terrain.

⁵ Tracked or wheeled vehicles with the special ability "Amphibious" (AMP) may move across the water surface at a cost of +1'' of movement.

⁶ Infantry units may move through water of any depth only if they have the special ability UMU.

⁷ This is the movement cost along the bottom of the body of water. No additional cost is charged when underwater movement is used.

⁸ Industrial 'Mechs may enter water 2'' deep or more only if they have the special ability "Sealed" (SEAL).

⁹ Infantry, ground vehicles, protomechs and wing-in-ground-effect vehicles may not change level by more than 1'' per 1'' of movement. 'Mechs may not change level by more than 2'' per 1'' of movement.

Forbidden movement mode / unit type (the third column of the Movement Cost table, as printed in the source):

Terrain / movementForbidden for
ClearNaval
Paved / road / bridgeNaval
Rough terrainNaval, wheeled
RubbleNaval
WoodsAirborne, hover, naval, rail, wheeled⁴
Water: surface onlyAll except hover, naval, WiGE⁵
Water: depth 0''–1''Ground, infantry⁶
Water: depth 2''–3''Ground, infantry F, industrial 'Mechs⁸
Water: depth 4''+Ground, infantry F, industrial 'Mechs⁸

Unit type key (as printed in the source):

Unit typeApplies to
'MechsBattleMechs and industrial 'Mechs
ProtomechsProtomechs only
InfantryConventional infantry and battle armour
VehiclesAll motive types covered by the aerospace, ground and naval types
AerospaceCombat or support vehicles with VTOL or WiGE movement type
GroundCombat or support vehicles with wheeled, tracked, hover, WiGE or rail movement type
NavalCombat or support vehicles with naval or submarine movement type
HoverCombat or support vehicles with hover movement type only
SubmarineCombat or support vehicles with submarine movement type only
TrackedCombat or support vehicles with tracked movement type only

Note: Terrain notes in the table above are transcribed from the source's own text. The source's column headings ("Forbidden movement mode / unit type", "Unit type key") are reproduced as printed.

Naval movement. Any unit with this movement type is considered for rules purposes a water unit operating on the surface of the water. In the statistics of such a unit this mode is usually marked with the code "n", but some other vehicles, those with the special ability "AMP", may also act as surface naval craft when entering water terrain. Naval movement is limited to the water surface (of any depth), at a cost of 1 inch of movement for each inch travelled over the water surface.

Protomechs. As stated above, protomechs are tracked in the player's army list as five-element groups called Points. During a turn all surviving members of a protomech Point must always move simultaneously, but individual protomechs are not obliged to stay together. Otherwise protomechs mainly follow the same ground movement rules as BattleMechs, except where noted in the Movement Cost table.

Underwater movement. Any unit with this movement type is considered for rules purposes an underwater unit while it operates in water of sufficient depth. In the statistics of such a unit this mode is usually marked with the code "s", but some other ground units, those with the special ability "UMU", may also use underwater movement when submerged in water. Underwater units can move in water as in three-dimensional space, spending 1 inch of movement for each 1 inch change of depth (diving or surfacing) under the surface of the water. For this reason the player controlling an underwater unit must track the depth of their unit after each movement phase.

Underwater units cannot move over the water surface, but they may "surface" to depth level 0. Surfaced underwater units are considered to be operating on the water surface.

The maximum depth to which an underwater unit may submerge is equal to the depth of the water body.

Tracked and wheeled movement. Such units follow the same basic rules given in the movement basics, with the restrictions shown in the Movement Cost table. Units operating with tracked movement type have the code "t" in their statistics, and wheeled units have the code "w". Wheeled vehicles that also have a two-wheel (b) or single-wheel (m) notation in their movement code may enter woods.

Vertical take-off and landing (VTOL) movement. Any unit with this movement type is considered for rules purposes a VTOL. In the statistics of such a unit this mode is marked with the code "v".

Although in BattleTech they are not technically considered aerospace units (instead they are classified as airborne combat units), VTOLs can move in the air as in three-dimensional space, spending 1 inch of movement for each 1 inch of rise or fall in level above the map. For this reason the player controlling a VTOL must track the level of their unit after each movement phase.

VTOLs cannot move through any terrain that is higher than their current elevation. Any VTOL that deliberately descends to the level of the terrain beneath it is considered to have landed, but if that terrain is forbidden for its type (for example woods), it automatically crashes.

VTOLs with the special ability "Amphibious" (AMP) may land on the water surface; a VTOL without this ability crashes if it attempts to "land" on the water surface.

A VTOL that has crashed takes 1 point of damage, a critical damage roll is made under the normal combat rules, and for the rest of the game this unit is considered immobile.

Wheeled support vehicles. If such a unit does not have the special ability "Off-Road" (ORO), it spends an additional 1 inch of movement for each 1 inch travelled over unpaved terrain.

Wing-in-ground-effect (WiGE) movement. Such units have the code "g" in their statistics. Such units may move on the ground 2 inches per turn (even if their movement statistic is higher), and for the purposes of terrain restrictions are considered units with hover movement, until they take to the air. Taking off costs such units 4 inches of movement, which must be spent immediately and once only; take-off raises the unit 1 level above the terrain beneath it. While in the air in this way, such a unit flies 1 inch above the terrain beneath it and therefore ignores water, rubble or rough terrain, but must fly around woods or any other types of terrain rising 2 or more inches above the ground.

To remain airborne after the turn in which it took off, such a vehicle must spend 4 inches per turn; otherwise, at the end of its movement, it must land (landing for such units is free). Landing is possible only on clear or paved terrain. An attempt to land such a unit on any other terrain results in a crash. A WiGE unit that crashes takes 1 point of damage, a critical damage roll is made under the normal combat rules, and for the rest of the game this unit is considered immobile.

Aerospace movement. For movement and combat aerospace units use the abstract aerospace system (see p. 52).

Table: Unit movement mode (as printed in the source)

Movement modeCode
Vehicles—
Hoverh
Navaln
Submarines
Trackedt
VTOLv
Wheeledw
Wheeled (two-wheel)w(b)
Wheeled (single-wheel)w(m)
WiGEg
Infantry—
Footf

Additional Movement Rules

Further movement rules, not discussed previously, follow.

No movement. A mobile unit that decides to move less than 1 inch is considered in this turn a unit without movement. Such a unit is easier to hit, but this improves its own ability to make attacks (see pp. 36–37).

Jumping. Any unit whose movement statistics include the code "j" is a unit with the ability to jump over obstacles. The distance such units can jump is given as the movement value before the code. Jumping is an alternative type of movement that may not be combined with ordinary ground movement for the same unit in the same movement phase. Units with this ability do not always have to jump, and sometimes ground movement may even be shorter than a jump (for example the JR7-K Jenner has movement 14''/8''j; it may use 14 inches of ground movement, or 8 inches for a jump).

For movement purposes a jumping unit ignores the cost of terrain and may jump in any direction, regardless of the direction of its front. A jump always takes the shortest possible path; the player simply chooses the end point (within the permitted jump movement), and the unit lands at that place with any facing direction.

Maximum jump height. For a jump to be permitted, the jumping unit must be able to clear any terrain it crosses on its path. A jumping unit may jump over any terrain whose height is lower than its jump value, so a unit with 6 inches of jump may jump over any obstacles whose height is no more than 6 inches.

Jumping down. When jumping down (for example from a cliff or building) a jumping unit may cross any drop in height.

Water. Units with jump capability may jump into a water body, but may not jump out of it.

On the basic movement diagram at the top, the Vulture has 10 inches of movement. To move to point A, it must spend 4 inches of movement to reach the hill, then 4 inches to climb the hill, and another 2 inches to cross the hill. Because the movement ends there, the Vulture stops here, and the player may choose any facing direction for their 'Mech.

The Vulture cannot move directly to point B. A level change of 4 inches is more than the permitted 2 inches (per 1 inch travelled).

If the player decides not to stop on the hill, their 'Mech may go around the hill and stop at point C. In this case 6 inches are spent on the approach to the hill, and the remaining 4 inches go to advancing into the gully between the hill and the woods.

The Vulture may also move to point D and end its movement in the woods. For this, 7 inches will be spent on the approach to the edge of the woods. Because woods cost 1 additional inch for each inch travelled through them, the Vulture can penetrate the woods only 1.5 inches before ending its movement.

If the player decides to place their 'Mech in water, it will spend 3 inches on the approach to the water's edge, 4 inches on a level change in the water and another 3 inches on moving across water terrain for a distance of 1.5 inches.

Transporting infantry. Some units have the ability to carry conventional infantry and/or battle armour, either through internal capacity (as with units with the special ability IT#), or through external capacity (as with battle armour with the special ability MEC or HMEC). When transporting infantry units the following movement rules apply:

If the transport is destroyed, all units it was carrying are immediately placed on the map, as if they had been unloaded. If, because of the stacking rules, there is nowhere to unload them, place them as close as possible (taking into account how much movement such a unit would need to reach that place) to the destroyed transport. If that place is forbidden terrain for such a unit (for example a DropShip carrying a tracked vehicle on the abstract aerospace map), that unit is destroyed.

Infantry transports. Units with the special ability "Infantry Transport" (IT#) have transport components designed to hold infantry and battle armour. Such units may carry any number of infantry or battle armour (on whose card the special ability CAR# is shown), not exceeding the value of the special ability IT#. For example, the heavy hover transport "Maxim" has the special ability IT12. This means that it may transport up to 12 infantry units, for example 3 squads of "Cavalier" battle armour, with 4 troopers each, who have the special ability CAR4.

Taking on board (pickup) or dropping off (unloading) battle armour or infantry costs such transporting units 2 inches of movement. Infantry being picked up must be at the start of the movement of the transporting unit, and airborne transporting units must be on the ground to take on infantry or battle armour (for aerospace units landing is covered in the advanced rules; see Aerospace units on the ground map, pp. 70–73).

Unloading must take place at the end of the transporting unit's movement. Airborne transporting units (for example VTOLs or WiGE vehicles) may unload jump-capable infantry (including battle armour, or infantry with the special ability "Experienced Paratroopers" (PAR)) while still in the air; for unloading all other types of infantry they must be on the ground. Other aerospace units with the special ability IT may also unload jump-capable infantry or battle armour. Infantry deployed from airborne units must use the advanced rules for Drop Troops (see pp. 90–91).

Regardless of the type of infantry, it may not use any movement in the turn in which it was unloaded from a transporter, but it may make attacks in the combat phase. Within the same turn, however, it is permissible to pick up an infantry unit, move it, unload it and attack with that infantry.

Mechanised battle armour. Battle armour with the special ability "Mechanised" (MEC) or "Extended Mechanised" (HMEC) may be transported by omni 'Mechs and omni vehicles (units with the special ability OMNI), even if such units do not have the special ability "Infantry Transport". This allows battle armour to be moved quickly across the battlefield as a kind of extra cargo, but at the same time an omni unit may carry only one battle armour unit.

Picking up and unloading battle armour from omni units follows all the same movement rules as for special infantry transports, which require that pickup take place at the start of the movement phase of the transporting omni, at a cost of 2 inches of movement for the omni, and that unloading take place at the end of the omni's movement phase. As stated above, battle armour may attack in the turn in which it was unloaded, but may not move.

Even if mechanised battle armour is attached to an omni by external components, the battle armour may not attack or be attacked while transported in this way, but it may take an unintended hit (see Determining and applying damage, p. 38).

Special ability "Extended Mechanised". Units with this special ability are fitted with attachment devices to any types of 'Mechs or vehicles (except support vehicles with fixed wings or aerospace units) in the same way as mechanised battle armour. However, a transport carrying such units spends not only 2 inches of movement for pickup, but also 2 inches of movement each turn while carrying them. All other rules for mechanised battle armour also apply to units with the special ability HMEC (and their transports).

Example. Lara's force includes 2 platoons of conventional foot infantry and 1 "Maxim" hover vehicle (infantry variant). Lara's infantry are not on board this vehicle, and it has 2f movement. Each platoon of foot infantry has the special ability CAR3, which means that transporting it requires a unit with IT3 or more. If 2 platoons have to be carried, the transporter must have IT6 or more, and so on.

During her movement phase Lara decided to load the infantry into the "Maxim" to move them across the battlefield more quickly. The "Maxim" has IT12, so it can easily carry up to 12 "points" of infantry. For foot infantry this space is more than enough. The "Maxim" has 16 inches of movement. It spends 4 inches to take the infantry on board. It has 12 inches of movement left for movement.

Lara moves the "Maxim" 8 inches forward. She then spends 4 inches to unload the infantry. Both platoons may make weapon attacks in the next combat phase.

Brian's Star consists of the Grendel B, Night Gyr Prime, Hellion C and 2 Points of "Elemental" battle armour. He wants to move the battle armour of his Star quickly.

First, Brian establishes what movement is available in his Star. The Grendel B has 14''j movement. The Night Gyr Prime has 8''j, and the Hellion C has just 14''. All three 'Mechs are omni 'Mechs. Brian decides that the Grendel and the Hellion will carry the battle armour. Each 'Mech will pay 2 inches of movement for picking up the infantry, reducing their movement values to 12 inches each.

Combat Phase

In the combat phase each unit may make an attack against another unit, whether physical, weapon or aerospace. Very large units, for example DropShips, some large support vehicles and mobile structures, may make several weapon attacks, the number being determined by the number of their available firing arcs. BattleMechs, industrial 'Mechs, protomechs, combat vehicles, infantry, battle armour, conventional fighters and aerospace fighters may always make only one attack per turn.

Photo caption on the source page (not transcribed): a Falcon Hawk racing at full speed unexpectedly ran into the blow of a Commando IIC 'Mech.

If a unit cannot or does not wish to attack in this turn, it is simply skipped this turn.

To make an attack, the player names the attacking unit, the type of attack (weapon, physical or aerospace) and, if possible, the overheat value (see Overheat, p. 44) that will be used in the attack. The player then resolves the combat with that unit, inflicting all damage on the target, then moves on to another available unit and repeats this process until combat has been resolved for all of their units. If a player decides not to attack with some unit, or if a unit cannot attack for some reason, the player may skip it this turn.

Once the player has resolved (or skipped) all combat actions of all their units, the opponent does the same.

In standard-level Alpha Strike the permitted targets for attacks are other units, buildings, other structures (for example bridges) and terrain.

The rules below deal with weapon and physical attacks respectively. Aerospace attacks are covered in detail in the chapter on the abstract aerospace system (see Abstract Aerospace System, p. 55).

Resolving Weapon Attacks

The sequence for resolving weapon attacks is as follows:

  • Step 1: Line of sight (LOS) check
  • Step 2: Firing arc check
  • Step 3: Range determination
  • Step 4: Determining the target number
  • Step 5: To-hit roll
  • Step 6: Determining and applying all damage
  • Step 7: Critical hit roll (if any)

Step 1: Line of sight check. In Alpha Strike, line of sight is determined by what a unit can "see" from its position on the table. Usually one simply looks along the distance between attacker and target. If the target is visible, LOS exists. If there are any difficulties in determining LOS, a wooden metre stick, for example, is laid from miniature to miniature, or a laser measure may be used.

If, because of solid terrain (for example hills or buildings), less than one third of the miniature is visible, LOS is considered blocked.

Non-solid terrain, for example woods, does not automatically block LOS. For such terrain features, LOS is blocked only if it passes through 6 or more inches of non-solid obstacles of this kind. Woods that interfere with but do not block LOS give a to-hit modifier to the attacker (see the To-Hit Modifiers table, p. 37).

Adjacent ground units. Units in base contact always have LOS to each other, until one of the units is fully submerged in water and the other in contact with it is not (see Terrain modifiers, p. 37), or until the units occupy different heights within adjacent buildings (see Attacking units inside buildings, p. 85).

Intervening units. With the exception of DropShips, buildings and mobile structures on the ground, such units are not considered terrain features, and therefore do not affect LOS or attacks. DropShips, buildings and mobile structures on the ground block LOS for purposes of LOS, and in this way may provide partial or full cover.

Partial cover ('Mechs only). If more than one third (but less than two thirds) of the 'Mech target is hidden behind blocking terrain, LOS is not considered blocked. In such cases the 'Mech is said to be in partial cover, and because of this the attacker applies a modifier to the to-hit number of its attack (see the To-Hit Modifiers table, p. 37). Only 'Mechs may receive partial cover.

Woods. Units do not receive partial cover from woods.

Water. 'Mechs standing in water at depth (negative elevation) of level 1 receive the advantages of partial cover from the water. Because the 'Mech is surrounded by water, this partial cover applies even when the attacker is higher than the target and under normal conditions would see the target's legs.

If a unit is fully submerged in water (for example a 'Mech standing in water 2 or more inches deep), LOS to it (and from it) is considered blocked even from units operating on the water surface (for example hovercraft, WiGE vehicles, or naval vehicles).

Vehicles able to move on the water surface (for example hovercraft, WiGE vehicles, naval vehicles, and surfaced submarines) are considered to be at ground level and do not receive terrain modifiers.

Submarine and torpedo attacks. Attacks against units submerged in water may be made only by such units (see the To-Hit Modifiers table, p. 37), or between units submerged in water and units operating on the surface of the same water body, using torpedoes (see the special ability TOR#, p. 48).

Indirect fire. If a unit has the special ability "Indirect Fire" (IF), it may still attack targets within its range (and firing arc), even without a direct LOS. To use indirect fire, the attacking unit must not have a valid LOS to the target, AND there must be a unit friendly to the attacker which has a valid LOS to the target (such a friendly unit is called a spotter).

Indirect-fire attacks use the range modifier of the attacking unit; the target movement modifiers and terrain modifiers are based on the spotter's LOS. The attack itself carries an additional to-hit modifier of +1, and one further additional to-hit modifier of +1 applies if the spotter makes its own attack in the same turn.

A unit used as a spotter for indirect-fire attacks may be used in this role repeatedly in one turn, but may not be used in the same turn to spot for more than one target.

[The source has a line-of-sight diagram on page 34 that is an image. It is not transcribed; the example it illustrates is given in full below.]

The example in the line-of-sight diagram (p. 34): 'Mech A wants to aim at 'Mech B. From the point of view of 'Mech A, the only thing its player can see is a stand of woods. Using a measuring ruler to determine the extent of the intervening woods, the player finds that 7 inches of light woods intervene in LOS. Because this is more than 6 inches, LOS between the two 'Mechs is blocked; thus 'Mech A cannot attack 'Mech B. The player therefore decides to attack ground vehicle C. Unfortunately, on drawing LOS to that miniature, the player finds that it is actually not visible behind the low mountain ridge between them. The only target visible to 'Mech A from its position therefore becomes vehicle D, a VTOL currently at a height of 5 inches above the table. The player controlling 'Mech A notes that in this case too LOS passes through the woods lying between them, which he confirms with a measuring tool.

Step 2: Firing arc check. Each unit in Alpha Strike has a defined area within which it makes attacks. These areas of fire, determined by the type of unit and the direction of its front, are known as firing arcs. The firing arcs of a unit extend to the edge of the battlefield in the direction shown on the diagram to the right.

Note that infantry, units with several firing arcs, and turrets are discussed further below. For all other units of Alpha Strike the usual firing arcs apply.

If more than half of the target's base lies outside the firing arc, the attack is not possible.

Infantry. Infantry units (including battle armour) have a 360° firing arc and therefore may always attack in any direction.

Units with several firing arcs. Some units, usually DropShips, large support vehicles and mobile structures, use firing arcs that differ from the usual firing arcs of ground units. Units with several firing arcs may attack targets only with the weapons located in that arc (so a spheroid DropShip, which has only left and right firing arcs, while on the ground may use against a target in its left arc only the weapons located on its left side).

Turrets. Units with the special ability "Turret" (TUR) have some (or all) of their weapons mounted in a turret with a 360° firing arc. A unit attacking with weapons located in that turret inflicts damage only with those weapons (for fuller details see the special ability TUR, p. 48).

Step 3: Range determination. Alpha Strike uses fixed ranges for all types of weapons. To determine the range in which the target is located, measure the distance from the edge of the attacker's base to the edge of the target's base and compare the resulting number with the Alpha Strike Ranges table.

A successful attack inflicts on the target the damage given for that range of that weapon, but not all units can deal damage at all ranges. If the damage value on the unit card for the range identified is given as 0 or a dash, that unit cannot attack in that range.

Underwater ranges. For underwater combat all range values are halved. Thus the underwater short range extends no more than 3 inches, the underwater medium range 12 inches, and the underwater long range 21 inches.

Base contact. A unit may not attack with a weapon against an enemy with which it is in base contact. In such cases only a physical attack is permitted (see Resolving physical attacks, p. 42).

Alpha Strike Ranges table

DistanceRange
Up to 6''Short
More than 6'' up to 24''Medium
More than 24'' up to 42''Long

Step 4: Determining the target number. Once the player establishes that they have LOS to the target, that the target is in the firing arc of the attacking unit and that the unit can deal damage in the range identified, the player must determine the to-hit number. For the attack to succeed, the result of the dice roll must equal or exceed this to-hit number.

The base to-hit number for all attacks equals the unit's skill rating. This number is then modified according to the range of the attack, the movement of the target, terrain features and other factors. The modifiers applicable in standard-level Alpha Strike are given in the To-Hit Modifiers table. Unless stated otherwise, all modifiers are cumulative, that is, they are all added to the base to-hit number, thereby determining the final size of the target number.

Immobile units. The target movement modifier against such units is always −4. Attacks made by immobile units (whatever the type of attack) receive a modifier of −1.

Units that did not move. The target movement modifier against such units is always 0. Attacks made by units that did not move (whatever the type of attack) receive a modifier of −1.

Ground movement. A ground unit that in this turn covered 1 inch or more over the ground and did not jump is a unit that used ground movement. The target movement modifier against such units is determined by the movement available to that unit in this turn (for the exact modifier consult the To-Hit Modifiers table). As long as the unit covers 1 inch or more, the actual distance covered is unimportant: what matters is the availability of movement.

Jumping. A unit that jumped in this turn has a target movement modifier determined by the jump movement available to it in this turn (as with ground movement, what matters is the jump movement itself, not the distance covered). Then add an additional +1 for the jump to the target movement modifier. Attacks made by a jumping unit (whatever the type of attack) receive a to-hit modifier of +2.

Intervening terrain and occupied terrain. Terrain is considered occupied if any part of a unit's base touches that terrain. Terrain is considered intervening if LOS passes through it before reaching the target, and any terrain occupied by the attacker is considered intervening even if it is not on the LOS to the target (see LOS check, p. 34).

[The source has a to-hit diagram on this page (an image) showing an Alice's 'Mech at point A, an Aaron 'Mech at point B fully in water, and targets C to G. It is not transcribed; the worked example it illustrates is given in full below.]

In the diagram illustrating the to-hit roll, Alice's 'Mech is at point A. The 'Mech it is going to attack has a skill rating of 3. Alice will not see Aaron's 'Mech (at point B) for as long as that unit is fully in water. She can see conventional infantry (at point C), a large support vehicle (at point D), a 'Mech (at point E), a protomech (at point F) and a vehicle (at point G). Alice takes as her basis the skill rating of 3 and adds the other modifiers to it.

Her resulting to-hit numbers are as follows. For the infantry at point C, 16 inches away, she is at medium range, which adds a +2 modifier. This infantry has 2''f movement, which gives a target movement modifier of +0. The modified to-hit number against the infantry is 5 [3 (skill rating) + 2 (medium range) = 5].

Table: To-Hit Modifiers (standard)

Range modifiers

RangeDistanceModifier
Shortup to 6''+0
Mediummore than 6'' to 24''+2
Longmore than 24'' to 42''+4

Target movement modifiers¹

TargetModifier
Immobile−4
Did not move+0
Available movement: 1''–4''+0
5''–8''+1
9''–12''+2
13''–18''+3
19''–34''+4
35''++5
Target jumped+1

Target modifiers

TargetModifier
Has camouflage armour ("stealth")Varies²
Was dropped+3

Target type modifiers

Target element typeModifier
Aerospace, airborne³+2
VTOL or WiGE, airborne+1
Battle armour+1
DropShip−2
Large (with the special ability LG, VLG or SLG)−1
Protomech+1

Terrain modifiers

TerrainModifier
Submerged⁴+1
Woods⁵+2
Partial cover+2

Physical attack modifiers

Type of physical attackModifier
Standard+0
Melee+1
Charge+2
Death from above+3
'Mech attack by infantry+1

Other modifiers

AttackerModifier
Made indirect fire from a hidden position⁶+1
Attacker is a drone+1
Attacker is immobile / did not move−1
Attacker is an industrial 'Mech which: has no AFC special ability+1⁷
Attacker is an industrial 'Mech which: has the AFC special ability+0⁷
Attacker is a support vehicle which: has the AFC special ability+0⁷
Attacker is a support vehicle which: has the BFC special ability+1⁷
Attacker is a support vehicle which: has no fire-control special ability+2⁷
Attacker uses the special ability REAR+1
Has fire-control system hit(s) (for each hit)+2⁷
Overheating: + heat level [1–3]⁸

¹ If the unit moved, the modifier depends on the movement available in this turn (after any applicable modifiers), plus the jump modifier (if the unit jumped in this turn). The actual distance covered has no value. This modifier does not apply to aerospace units.

² For battle armour, camouflage armour adds +1 at short and medium range and +2 at long range. For all other units this armour adds +0 at short range, +1 at medium range and +2 at long range.

³ Includes support vehicles with fixed wings, conventional fighters, small craft and DropShips. Applies only if the target is airborne. Does not apply if the attacker is also an airborne aerospace unit.

⁴ Only if the attacker is also underwater (or on the water surface and using the special ability TOR); all underwater ranges are halved.

⁵ If this terrain intervenes, or if the target occupies it.

⁶ If the spotter attacks with a weapon in the same turn in which it spotted, apply a different modifier, +2.

⁷ The consequences of fire-control system hits may apply several times. Not applied to physical attacks.

⁸ Not applied to physical attacks.

⁹ Not summed with the modifier for firing from a hidden position.

¹⁰ Applies if the target is carrying battle armour as cargo or uses the special ability MEC/HMEC.

Editor's note: the footnote numbers above follow the printed table. In the printed table the attacker rows for industrial 'Mechs and support vehicles are grouped under sub-headings; each variant is given its own row here, and the modifier values are read from the printed columns.

The large support vehicle at point D is 26 inches away, which is long range and adds a +4 modifier. It has 5 inches of movement, which gives another modifier, +2. Because it is a large support vehicle, subtract 1. The modified to-hit number is 8 [3 (skill rating) + 4 (long range) + 2 (target movement) − 1 (large) = 8].

The target 'Mech at point E is 2 inches away, which is short range and adds no modifier. It has movement of 10''/2''j. The 10'' gives a target movement modifier of +2, while the 2''j gives a target movement modifier of +0 plus +1 for jumping, in total +1. The larger modifier of +2 is used. Alice then adds +2 for water, which gives partial cover. The modified to-hit number is 7 [3 (skill rating) + 0 (long range) + 2 (target movement) + 2 (partial cover) = 7]. (Although LOS to the protomech at point F exists, that unit is outside the firing arc, and therefore it cannot be fired upon.)

The vehicle at point G is 8 inches away, which is medium range and adds a +2 modifier. It has 8 inches of movement, which gives a target movement modifier of +1. There are 2'' of woods between attacker and target, which gives another modifier, +2. The modified to-hit number is 8 [3 (skill rating) + 2 (medium range) + 1 (target movement) + 2 (intervening woods) = 8].

Step 5: To-hit roll. To carry out the attack the player rolls 2D6 for each unit and compares the result with the modified to-hit number calculated in the previous step. The attack succeeds only if the result of the roll equals or exceeds the modified to-hit number.

Effect of partial cover. If the partial cover of a unit is provided by a building or a landed DropShip, an attack that failed the to-hit roll by 1 or 2 points actually damages that building or DropShip (see Buildings and Attacks on landed aerospace units, pp. 83 and 60 respectively).

Step 6: Determining and applying damage. If the attack succeeds, damage is applied at once, but its consequences take effect only in the end phase. Before applying damage, the direction of the attack and the amount of damage must be determined.

Direction of attack. If an attack hits a unit, it must be determined whether the attack struck the front or the rear of the unit. To do this, draw a straight line from the centre of the attacker's base to the centre of the target's base. If the attack line passes through the rear edge of the target's base hex, the attack is directed at the target's rear. In all other cases it is to the front. If the line passes exactly between two edges of the base hex, the target chooses the direction of the attack.

In the case of damage inflicted on infantry (including battle armour) and spheroid DropShips on the ground, damage is always determined as if the attack had struck the front of that unit.

Mechanised battle armour. If a unit carrying mechanised battle armour (see Transporting infantry, p. 32) is hit, roll 1D6. On a result of 1–4 this unit takes the damage as normal. On a result of 5–6 the damage is taken by the mechanised battle armour. If this destroys the battle armour, all remaining damage is transferred to the unit carrying it.

Amount of damage. The base amount of damage inflicted by a successful attack equals the damage value of the attacking unit in the corresponding range. If the target is in the short range, the base damage is given in the S field. If medium, the M field; if long, the L field.

Minimum damage. Some units in Alpha Strike inflict damage so small that their attacks have almost no significance. This usually happens with lightly armed units such as protomechs, which because of their limited firepower often rely on their numbers. Units in this category have a damage value of "0*" (zero with an asterisk) in the corresponding range. This value indicates that the unit inflicts at least minimal damage in that range.

Whenever a unit makes a successful attack in a range with damage 0*, the player controlling it must roll 1D6. On a result of 4 or higher the attack inflicts 1 point of normal damage. On any other result the attack hits the target but inflicts no damage.

Successful minimal-damage attacks that inflict no damage do not take part in the resolution of any critical hits or movement-system hits, but they are counted when checking for a breach of the hull, which occurs in vacuum or underwater. In the case of special rules that modify a unit's damage and require rounding, minimal-damage attacks always round down to 0.

Rear damage. Add 1 additional damage point to each successful attack that struck the target's rear.

Overheating for damage. Units that track heat may, at the cost of additional overheat, inflict extra damage. The decision to overheat in order to possibly inflict extra damage must be made when the attack is declared, but before it is resolved (see Overheat, p. 44).

Damage from special abilities. When the rules for special abilities are used (for example indirect fire, torpedoes and weapons mounted in turrets), the damage values given for those special abilities are used instead of the ordinary damage values. The damage values of such special abilities (including those marked AC, ARTX, FLK, IF, LRM, REAR, SRM, TOR and TUR) follow the same range formats as ordinary damage (see Special abilities, pp. 45–51) and, unless stated otherwise, are counted in the damage of an ordinary attack by that unit. The special ability "Heat" (HT#/#/#) is a separate case, considered below.

Special ability "Heat". Some units have the advantage of heat-generating weapons. Such units have the special ability "Heat" (HT#) in their statistics. This ability also has a numerical value in each range (for example HT1/−/−), which indicates the number of additional points of heat inflicted on the target in the end phase of the turn in which the attack was made. (This heat is added to the damage inflicted in the course of the ordinary weapon attack, so a unit that can inflict 3 points of damage and has the special ability HT1/−/− in fact inflicts in the end phase 3 points of damage plus 1 point of heat.) A target may be subject to multiple attacks with such weapons, but may not receive more than 2 points of heat at a time.

If the target does not track heat on a heat scale, the special ability does not heat the target, but instead inflicts damage equal to its value.

Underwater damage. Except for damage from energy attacks (weapon attacks by units with the special ability ENE), all damage from attacks with underwater weapons that hit a submerged unit is halved (rounding fractions down, to a minimum of 1). If this unit has the special ability TOR, add the full TOR damage in that range to the result. However, to reflect the danger of flooding through breaches in the hull, each successful attack against a submerged unit gives rise to a chance of a critical hit, even if structure was not touched (see Step 7: Critical hit roll, p. 40). If a submerged unit loses all its armour, it automatically sinks and is considered destroyed.

Damage with an area of effect (AoE). Some weapons and effects are described as having an area of effect (AoE), affecting all units within a specified radius of the point of impact (POI). If a unit is not at the level of the POI, the difference in levels is added to its distance from the point of impact. Thus a tank that is on a hill at the edge of a 2''-inch (diameter) AoE template and 1 inch above the point of impact is considered to be 1 inch from the AoE template, but will still be affected by a weapon with a 6-inch template.

Applying damage. In the case of a successful attack, the process of inflicting damage can be followed with the questionnaire below.

  • Question 1: Does the target unit's card have any uncrossed armour (Arm) circles?
    • Yes: Cross out as many armour circles as the damage inflicted. If damage remains but all the armour is already destroyed, go to Question 2.
    • No: Go to Question 3.
  • Question 2: Does damage from the attack still remain?
    • Yes: Go to Question 3 to apply the remaining damage.
    • No: Go to Question 6.
  • Question 3: Does the target unit have any uncrossed structure (Str) circles?
    • Yes: Cross out as many structure circles as the damage inflicted. If damage remains but the structure is already entirely destroyed, go to Question 4.
    • No: Go to Question 4.
  • Question 4: Does damage from the attack still remain?
    • Yes: The target unit is destroyed. If this unit was carrying other units (for example infantry), all those units are also destroyed.
    • No: Go to Question 5.
  • Question 5: Does the target unit have any uncrossed structure (Str) circles?
    • Yes: Make one roll on the Critical Hit Determination table (see Step 7: Critical hit roll, p. 40). The attack is over.

Editor's note: the printed page repeats the Rifleman damage example from the introductory chapter, with the same figures (Kevin's RFL-3N Rifleman, 4 armour and 5 structure, hit by a Stalker and a Bushwacker at medium range; a 10 on the critical roll gives a fire-control hit). It is not repeated here.

Step 7: Critical hit roll. In standard Alpha Strike critical hits may affect all units (except infantry and battle armour).

When the conditions for a critical hit arise (see below), the attacker rolls 2D6 and consults the Critical Hit Determination table for the relevant unit type. Any critical hits are then clearly marked on the target's unit card. All critical hits take effect until the end of the scenario.

If the consequence of a given critical hit cannot affect the target unit (for example a critical hit to the weapons of a unit whose damage has already been reduced to 0 by damage), instead apply 1 additional damage point to the unit, but for this damage no additional critical hit roll is made.

The following conditions require a critical hit roll:

All non-infantry units. Each time damage affects structure, this unit may receive a critical hit (if it is an industrial 'Mech, 2 critical hit rolls are made).

All units with the special ability BAR. Each time a unit with the special ability "Armour Penetration Rating" (BAR) takes damage, a critical hit may occur, even if armour remains (if structure takes damage from a unit with this ability, 2 critical hit rolls are made).

Submerged units. Such units must make a critical hit check each time they take damage of any type, because of the danger of breaches in the hull (if such a unit has the special ability BAR, 2 critical hit rolls are made).

Aerospace units. When rolling for critical hits, aerospace units use the Aerospace Critical Hit Determination table from the following chapter (see p. 58). In addition to the above rules, aerospace units also face a critical hit check if the damage from a single attack exceeds their damage threshold value. The damage threshold of aerospace units equals 10% of the initial armour value of those units, rounding fractions up.

Consequences of critical hits. The summary below gives information on the consequences of the critical hits listed in the Critical Hit Determination table.

Ammunition hit. If the unit does not have the special ability "CASE", "CASE II" or "Energy" (ENE), the unit is destroyed. If it has "CASE", the unit receives 1 additional damage point (make another additional roll on the Critical Hit Determination table, if structure is affected). If it has "CASE II" or the special ability "Energy" (ENE), there is no additional damage; this result counts as "no critical hit".

Crew killed. The crew of the unit is killed. The unit is considered destroyed.

Crew stunned. The crew of the unit is stunned, and for the whole of the following turn this unit may not move or attack. Such a unit is considered an immobile target.

Engine hit ('Mechs). The running gear of the unit is damaged. For 'Mechs this means that whenever this unit fires it generates 1 additional point of heat, without suffering any excess damage from overheating (the unit may still use overheat to increase the damage of its attacks, but this heat is added to the 1 point of heat generated by the engine hit). A second engine hit destroys this unit.

Engine hit (vehicles). For vehicles the first engine hit reduces movement and the damage values in all ranges by 50% (rounding fractions down, to a minimum of 0 for all values). A second engine hit destroys this unit.

Fire-control system hit. A mechanism controlling the weapons of this unit has been damaged. This is a wide range of malfunctions, from an arm actuator to a sensor hit. Each fire-control system hit adds another +2 to-hit modifier to all subsequent weapon attacks of this damaged unit (this modifier does not apply to physical attacks).

No critical hit. No consequences.

Movement system hit. A mechanism relating to the running gear of this unit has been damaged. Such a unit loses half of its current movement, rounding fractions normally (with a minimum loss of 2 inches). If as a result the unit's movement falls to 0 (or less), the unit is considered immobile.

Unit destroyed. The unit has suffered catastrophic damage and leaves the game.

Weapon hit. Such a hit represents the destruction of some of the weaponry. All damage values, including those of special abilities that have damage values (for example AC, ARTX, FLK, HT, IF, LRM, SRM, TOR and TUR), are reduced by 1 (to a minimum of 0). For units with many attacks (for example DropShips and mobile structures) a weapon critical hit reduces the damage values in all ranges by 50% (rounding fractions down, to a minimum of 0) in an arc determined at random. Weapon critical hits do not affect the values of this unit's physical attacks.

[The source page carries a photo caption (a Otomo standard-bearer trying to rise while the Clan Wolf and Isanagi House forces advance). It is not transcribed.]

Table: Critical Hit Determination

The printed table has three columns: 'Mech, Protomech and Vehicle. Where a result is printed across two or three columns in the source, the same result is given in each column it covers.

2D6'Mech*Protomech**Vehicle
2Ammunition hitWeapon hitAmmunition hit
3Engine hitWeapon hitCrew stunned
4Fire-control system hitFire-control system hitFire-control system hit
5No critical hitMovement system hitFire-control system hit
6Weapon hitNo critical hitNo critical hit
7Movement system hitMovement system hitNo critical hit

* For an industrial 'Mech, make the critical hit roll twice and apply both results.

** Critical hits to protomechs are tracked separately for each protomech.

Editor's note: in the source, the fire-control result in row 4 spans all three columns, the movement system result in row 7 spans 'Mech and protomech, and the "no critical hit" results in rows 6 and 8 span protomech and vehicle. Each spanned result is repeated in every column it covers, as above.

Table: Movement System Damage

Type of running gear2D6 roll modifier
Tracked / naval+0
Wheeled / hover+1
VTOL / WiGE+2
2D6 roll (after modifier)Effect on movement
2–8No consequences
9–10−2'' movement*
11−50% movement*
12+Unit immobilised

* Minimum of 0'' movement; fractions are rounded down.

Step 7A: Movement system damage roll. Vehicles are by nature more vulnerable to immobilising hits than 'Mechs. Whenever a vehicle (including combat vehicles and support vehicles) receives a hit, roll 1D6. On a result of 1–4 no movement system damage is inflicted.

On a result of 5–6 roll 2D6, consult the Movement System Damage table and apply the modifier given for the type of running gear of that unit. The result "No consequences" means that the running gear of the vehicle receives no additional damage this time. All other results mean movement system damage, affecting movement to a greater or lesser degree until the end of the game.

Vehicles in the air. If, as a result of movement system damage, the movement of a VTOL or WiGE vehicle falls to 0, and at that time this unit is at least 1 inch above the terrain beneath it, it crashes directly onto that terrain. A crashed unit takes 1 point of damage (if necessary, roll as normal for critical hits) and becomes immobile.

Submerged units. If, as a result of movement system damage, the movement of such a unit falls to 0, it automatically sinks and comes to rest on the bottom of the terrain beneath it. A sunken unit takes 1 point of damage (if necessary, roll as normal for critical hits) and becomes immobile.

Resolving Physical Attacks

The process of physical attacks is similar to that of weapon attacks, but range is not considered, and therefore some steps are omitted. The process of resolving physical attacks is as follows:

  • Step 1: Determine the type of physical attack
  • Step 2: Determine the target number
  • Step 3: To-hit roll
  • Step 4: Determine and apply damage
  • Step 5: Critical hit rolls (if any)

Step 1: Determine the type of physical attack. In standard Alpha Strike there are 4 types of physical attack available to units: standard, melee, special and "'Mech attack by infantry". 'Mechs may make only the first 3 types. Protomechs may make only the standard physical attack. Vehicles may make only one special physical attack: the charge. The ability to make a 'Mech attack by infantry belongs only to infantry units (including battle armour) with the special ability "'Mech Attack" (AM).

In a turn a unit may make only one type of physical attack. Units may not make a physical attack in the same turn in which they made a weapon attack.

Standard physical attacks. These consist of punches and kicks, when a 'Mech (or protomech) uses its limbs to inflict damage on the target. Such attacks may occur only when the attacker is no further than 1 inch from the target, and the target is within the attacker's firing arc (see Firing arc check, p. 35).

Melee physical attacks. Such attacks may be made only by 'Mechs with the special ability "Melee" (MEL). The unit uses its weapon as the instrument for inflicting ordinary physical damage on the enemy. Units with this ability may not use a standard physical attack instead. Such attacks may occur only when the attacker is no further than 2 inches from the target, and the target is within the attacker's firing arc (see Firing arc check, p. 35).

Special physical attacks. The most aggressive and risky physical attacks are the charge and the death from above (DFA). Only one of these special physical attacks may be made against a target in one turn: once a unit has been chosen as the target of a special physical attack, it may not be the target of any other special physical attack. Charges and death-from-above attacks may be made only if the attacker can, at the end of its movement, come into base contact with the target's base; therefore such attacks may be made only against targets that have already finished their movement (in addition, death-from-above attacks may be made only by units with enough jump movement to reach the target).

'Mech attacks by infantry. Units with the special ability "'Mech Attack" (AM) may make such attacks against ground units and landed aerospace units with which they are in base contact. Although the attack bears this name, any ground unit may be attacked in this way (VTOLs and WiGE vehicles may be attacked only if they are on the ground).

Step 2: Determine the target number. The base to-hit number for all physical attacks equals the unit's skill rating. This number is modified depending on the type of physical attack chosen, the target's ability to move, terrain features and other factors. The modifiers applicable to physical attacks in standard-level Alpha Strike are given in the To-Hit Modifiers table (p. 39). Unless stated otherwise, all modifiers are cumulative, meaning that they are added to the base to-hit number when establishing the final target number.

Units with a shut-down reactor. Such units do not receive target movement modifiers for the target's available movement.

Intervening terrain and occupied terrain. Terrain is considered occupied if any part of a unit's base touches that terrain. Terrain is considered intervening if LOS passes through it before reaching the target (see LOS check, p. 34).

Step 3: To-hit roll. To carry out the attack the player rolls 2D6 for each unit and compares the result with the modified to-hit number calculated in the previous step. The attack succeeds only if the result of the roll equals or exceeds the modified to-hit number.

Step 4: Determine and apply damage. If a physical attack succeeds, damage is applied at once, but its consequences take effect only in the end phase. Damage from all physical attacks is applied in the same way as damage from weapon attacks. The damage value for standard and melee physical attacks equals the size value of the unit, and units with the special ability "Melee" add 1 additional damage point to this number. Special physical attacks use other rules for determining damage, described below.

'Mech attack by infantry. On a successful attack, the infantry inflicts ordinary damage AND makes 1 critical hit roll, even if armour remains (see Step 5: Critical hit rolls, p. 40).

Charge attacks. In the case of a charge, the attacker (a 'Mech or a vehicle) uses its ground movement and its speed and mass to inflict damage on the enemy. A successful charge inflicts damage on both the attacker and the enemy. The damage to the charged unit is based on its weight and the distance travelled in the movement phase.

The damage from a successful charge equals the number of inches travelled, multiplied by the size value of the charging unit, and divided by 8, rounding all fractions normally. Thus a size 3 unit charging its target from a distance of 6 inches will, on a successful attack, inflict 2 points of damage (6 [inches] × 3 [size] ÷ 8 = 2.25, rounded to 2).

Damage to the attacker. If a charge is successful, the attacker also takes 1 point of damage, if its target has size 3 or more. This damage does not count as an attack by the target; the target may attack normally in its own combat phase.

Death-from-above attack. To carry out such an attack the attacker must be able to jump. Units that are airborne may not be the target of such attacks. On a successful death-from-above attack the attacker inflicts damage equal to its charge damage +1 (see the Charge Damage table). A successful death-from-above attack gives the attacker the opportunity to make a critical hit, even if the target's armour is not destroyed (see Step 5: Critical hit rolls, p. 40).

Damage to the attacker. If a death-from-above attack is successful, the attacker also takes damage equal to its size value. This damage does not count as damage from the target, so the target may attack normally in its combat phase. If the death-from-above attack fails, the attacker takes 1 point of damage (+1 additional point of damage if the attacker's size is 3 or more).

Example. Brian decides whether to make a charge or a death-from-above attack with his medium VND-3L Vindicator (size 2, movement 8'') against an enemy CES-3R Caesar 'Mech (a heavy 'Mech, size 3). The distance between the two units is 7 inches.

If he charges, a successful attack will inflict 2 points of damage on the target (printed arithmetic: 7 ÷ 2 = 3.5; 3.5 × 0.5 = 1.75, rounded normally to 2) and 1 point of damage to himself, because the enemy's size is 3 or more.

If he makes a death-from-above attack, on a successful attack it will inflict 3 points of damage on the target (the charge damage calculated above +1) and 2 points of damage to himself (because of his size). If the Vindicator misses, it takes 1 point of damage (0, because its size is less than 3, plus 1).

Step 5: Critical hit rolls. As with weapon attacks, physical attacks may also result in critical hits. More details are on p. 40, Critical hit roll.

[The source page carries a photo caption (an Atlas "Big Ben" striking a Masakari). Not transcribed.]

Critical hits from 'Mech attacks by infantry. A successful 'Mech attack by infantry automatically results in one roll on the Critical Hit Determination table against the target, even if the target suffers no structure damage from this attack. If the target does suffer structure damage from this attack, one more critical hit roll must be made.

Overheat

Many 'Mechs and some aerospace units have an overheat value (OV) given on their card. This number reflects the feature that such units carry weapons larger than they can safely fire. The warrior piloting such a machine may, in order to inflict extra damage on the enemy, set aside all safety considerations. However, the rise in heat caused by such actions slows the unit's reactions and causes targeting systems to fail at the worst moment; all this continues until the unit cools down.

Using the overheat value. The attacker must declare the use of OV, and state the number of OV points being used, before resolving its to-hit roll. A unit may use its OV points in any amount from 0 up to the maximum value of that figure. If the attack succeeds, it inflicts additional damage at short or medium range equal to the number of OV points declared for use.

Each OV point used adds 1 point to the unit's heat scale (see Heat, p. 44). If an overheating unit is in water, it reduces its heat level by 1.

Special abilities. Special abilities that inflict damage (or heat), for example ARTX, FLK, HT, IF, LRM, REAR, SRM, TOR and TUR, may not be strengthened by using overheat.

Special ability "Overheat at long range" (OVL). If a unit has this ability, it may use it at long range in exactly the same way as at short and medium range.

Deliberate overheating ('Mechs only). Any 'Mech that has an OV of 1 or more may deliberately "raise" its heat level, simply by declaring its intention to do so during the end phase of any turn. This expresses a deliberate action of the pilot: switching off the machine's coolers to gain some advantage.

Raised heat does not add damage to this machine's weapon attack. Instead it simply raises the heat of this unit by 1 point on the heat scale, to a minimum level of 1 point. This increase is applied after all other heat factors have been resolved, including those arising from fire, weapon attacks and so on.

A unit deliberately overheating in this way continues to do so only if its controlling player declares this. Otherwise the coolers of this unit start automatically, and the unit cools down as normal. When deliberately overheating, this unit is subject to all the relevant rules on heat levels, including the ordinary heat rules (see pp. 44–45) and, if the unit has it, the rules relating to the special ability "Triple-Strength Myomer" (TSM) (see p. 48).

Maximum overheat and consequences on the heat scale. Using overheat raises the heat of the unit and may mean that in subsequent turns the unit moves more slowly and fires less accurately. A unit may not overheat by more than the amount allowed by its heat scale (see Heat, p. 44).

Example. The Mad Cat (Timber Wolf) Prime 'Mech has the following statistics on its card: Damage (S/M/L) 5/5/4, OV 1, with the special abilities LRM 1/1/1 and IF2, and no OVL special ability. With OV 1, the 'Mech may overheat by no more than 1 point. This means that this 'Mech can inflict up to 6 points of damage at short and medium range (5 + 1 = 6), but at long range its damage will be only 4 points, because it lacks the OVL special ability. However, using OV to improve the special abilities IF and LRM is not possible.

In the next turn this 'Mech may overheat by only 1 additional point, in order to inflict enhanced damage, raising its heat to 2 points. If the Mad Cat does this for 2 or more turns in a row, the level on its heat scale will reach the maximum (leading to reactor shutdown).

End Phase

The rules for the end phase of standard Alpha Strike follow. Players may resolve this phase simultaneously.

Damage. Unless overridden by a special ability, all damage inflicted in the combat phase takes effect in the end phase. Also here all consequences of critical hits take effect, and all destroyed units must be removed from the battlefield.

Aerospace units. Any airborne aerospace unit that in this turn received damage from ground units must, in the end phase of this turn, make a successful control roll, or lose altitude. See the rules for the Aerospace end phase in the chapter on the abstract aerospace system (see pp. 52–61).

Heat. The boxes with numbers and the letter "S" to the right of the OV value form the heat scale of the unit. When a unit overheats, the number of points of overheat is added to the unit's current heat level, and the new value is marked on the scale. The unit's current heat level is added to the target numbers of its weapon attacks, and twice the current heat level (in inches) is subtracted from the unit's ground movement value (jumping movement is not affected by heat). The current heat value is marked on the scale in pencil, because this figure often changes during play.

Remember that the heat level does not change until the end phase of the turn in which the unit overheated. Therefore the modifiers caused by overheating do not affect the attack that caused the overheat; the effect of overheating will be felt in the next turn.

Special ability "Heat" (HT#/#/#). This ability (see p. 47) expresses the ability of a unit to raise the heat of an enemy through external heat sources (for example flamethrower weapons). In one turn a unit cannot receive more than 2 points of heat from attacks using this ability. If a unit able to build up heat has already received 2 points of heat caused by this ability, no further consequences follow for it; all excess heat from such attacks is simply lost.

Reactor shutdown. The maximum heat level is 4, marked on the heat scale as "S", which means automatic reactor shutdown. A unit that reaches this heat level has its reactor shut down, and in the next turn it may not expend movement or thrust or attack. If this unit has special electronics (for example ECM), that equipment also ceases to function until its carrier restarts the reactor.

A unit with a shut-down reactor is considered immobile (see p. 27), and therefore it has a target movement modifier of −4.

Aerospace units. Aerospace units with a shut-down reactor must consult the rules for the Aerospace end phase in the chapter on the abstract aerospace system (see pp. 52–61).

Cooling. Any unit that used overheat in this turn builds up its heat as described above and does not cool down at all in the end phase.

If a unit outside water (or in water less than 2 inches deep) fires in this turn but does not use overheat, its heat level in the end phase remains the same. A unit in water 2 inches deep that used only 1 point of overheat also keeps its heat level unchanged in the end phase.

Heat level decreases in the end phase only for the following reasons:

  • A unit that begins the end phase with its reactor shut down automatically resets its heat level to 0 (and its reactor restarts).
  • A unit that did not make a weapon attack in the current turn also reduces its heat level to 0.
  • A unit that has entered water 2 or more inches deep reduces its heat level by 1 point, if it did not use overheat in the same turn.

Example. In the current turn Logan's Vulture Prime 'Mech overheated by 2 points. In the end phase of this turn Logan marks 2 boxes on the heat scale. At the start of the next turn, and for as long as his Vulture keeps its current heat level, it will lose 4 inches of movement (2 heat × 2 inches) and receives a +2 to-hit modifier on all weapon attacks. While the Vulture continues to use its weapons, or does not end up in water deep enough, it will keep its heat level at 2 points. If in the next turn Logan uses 1 more point of overheat, his 'Mech's heat level will reach 3. At this heat level it will lose 6 inches of movement (3 heat × 2 inches) and receives a +3 to-hit modifier on all weapon attacks.

Special Abilities

Special abilities reflect additional characteristics of a unit, arising from its equipment or the type of the unit itself. Although most of these abilities give the unit advantages, some of them may be a certain inconvenience or even a hindrance. If any special ability contradicts the basic rules of the game, the ability takes precedence over the rules.

Units may have many special abilities. If two special abilities contradict each other, consult the detailed descriptions of these abilities to resolve the matter.

In standard-level Alpha Strike the special abilities listed below apply, and their descriptions are given. Any special abilities not in this list do not affect standard-level play; they are used in advanced Alpha Strike.

Special Ability Descriptions

The abilities are arranged by their English name, with their accepted abbreviation given in brackets. Special abilities whose name is followed by a number (#) have an effect based on the size of that number (for example a unit with HT1 means that on a successful attack this unit may inflict 1 point of heat on the target; a unit with HT2 inflicts 2 points, and so on). If several numbers separated by slashes are given next to the abbreviation, these values indicate the ability to inflict damage at short, medium and long range.

Improved Fire Control (AFC). Industrial 'Mechs and support vehicles equipped with improved fire control do not receive to-hit modifiers because of their unit type.

Amphibious (AMP). This ability makes a non-naval unit capable of movement on water. Amphibious units pay only 4'' per inch of water travelled, and move on water like an ordinary naval vessel, except that they may freely enter and leave water bodies.

Angel ECM (AECM). This module has all the advantages of an ordinary ECM module. It counts as 2 ordinary ECM modules.

Anti-'Mech (AM). Infantry units with the special ability "Anti-'Mech" (AM) may make a special attack against any ground units, landed VTOLs and WiGE vehicles, or aerospace units on the ground with which they are in base contact. Such attacks count as physical attacks (see p. 42).

Anti-Missile System (AMS). A unit with an AMS reduces by 1 point (to a minimum of 1) the damage of any of the following attacks: an ordinary weapon attack by a unit with the special ability IF, SRM or LRM; indirect fire from a hidden position using the special ability IF; or a special weapon attack made using the special ability SRM or LRM. The AMS works only if these attacks strike the front, and only if it is not mounted in a turret (TUR).

Armored Components (ARM). A unit with this ability ignores the first chance it would receive a critical hit during a single Alpha Strike scenario. When circumstances first arise that would favour a critical hit (for example structure damage), the player controlling such a unit must remove this ability for the rest of the current scenario, and the attacker loses its first chance to roll for a critical hit.

Armored Motive System (ARS). A unit with this special ability applies a modifier of −1 to its movement system damage roll (see the Movement System Damage table, p. 42).

Barrier Armor Rating (BAR). This special ability indicates that the unit is protected by poor-quality armour (or technical armour). Successful attacks against such units always lead to a critical hit roll, whether or not structure is damaged.

Basic Fire Control (BFS). A support vehicle or industrial 'Mech has a low-powered targeting and tracking system, which adds a +1 to-hit modifier to its attacks (this modifier is given in the To-Hit Modifiers table, see p. 37). (The source gives this ability as BFS in its heading and BFC elsewhere.)

BattleMech HarJel (BHJ). A 'Mech protected by HarJel ignores the special checks for breaches in the hull that are required for critical hit checks in underwater attacks (or in vacuum). All other critical hit rolls (for example those caused by structure damage and successful death-from-above attacks) are made as normal.

BattleMech Shield (SHLD). 'Mechs carrying shields gain some protection against weapon and physical attacks, at the cost of some accuracy in their own attacks. To reflect this, such units reduce the damage of most weapons and physical attacks by 1 (to a minimum of 0). Attacks from hidden positions, attacks causing heat, and area-of-effect attacks (for example artillery and bombs) are not absorbed by the shield and therefore inflict full damage. All weapon attacks made by a 'Mech with this ability receive an additional +1 to-hit modifier.

Bomb (BOMB#). Conventional and aerospace fighters, support vehicles with fixed wings and some types of battle armour may carry bombs. The number of bombs a unit may carry equals the value of this ability (BOMB4 means the unit may carry up to 4 bombs). For most units these bombs may be of any type, but battle armour may use only cluster bombs (see p. 57). (As a special exception, Arrow IV missiles of all types may be carried as bombs; however, a unit using Arrow IV bombs must count the first such missile as 2 bombs, and all other bombs count normally.)

Each bomb carried reduces the unit's thrust by 1 (battle armour carrying bombs does not reduce its movement value). The card of a unit carrying bombs must state how many bombs that unit carries in the given scenario (but not more than the value of this special ability).

Cargo (CAR#). An infantry unit with this special ability may be carried by a unit with space for transporting infantry (marked as having the special ability IT#). For such units the number after the abbreviation indicates how much cargo space is needed to transport them. For example, an "Elemental" battle armour Point has the special ability CAR5, and to transport it requires a unit with the special ability IT5 (or more).

Case (CASE). Units with this special ability can minimise the catastrophic consequences of an ammunition explosion, thanks to which they can survive the critical hit "Ammunition hit" (see Ammunition hit, p. 40), though taking additional damage.

Case II (CASE II). Units with this special ability are reliably protected against ammunition explosions and therefore ignore the critical hit "Ammunition hit" (see Ammunition hit, p. 40).

Electronic Counter-Measures (ECM, ECM). In Alpha Strike the area of effect of an ECM module has a radius of 12 inches from the unit with this ability. Electronics (including active probes and C3 computers) used by friendly units are not affected by this module, and the ECM module does not affect other scanning and targeting devices either (for example basic or improved fire control, or Targeting and Tracking Computers (TAG)).

The ECM module has the following effect on hostile electronics:

ECM and active probes, drones, Narc and iNarc systems. All these devices are described in the Advanced Capabilities chapter (see p. 62), where the effect of an ECM module on them is also described.

ECM and C3 networks. ECM disrupts most hostile C3 networks, reducing their functionality (depending on the type of C3 network). If the "ECM bubble" cuts a unit with a C3 master off from its C3 network, the whole network of that unit ceases to function. If the line of sight between a unit with a C3 master and one or more units in its network passes through the "bubble" of a hostile ECM module, only those units are cut off (see C3 networks, pp. 49–51), losing all the advantages of the network.

If a unit fitted with C3i equipment is inside the "bubble", or the line of sight from it to its network partners passes through the ECM "bubble", that unit is cut off from the network and loses all of its advantages.

Simple engine or fuel-cell engine (EE/FC). Units with EE/FC use non-fusion engines, and for underwater operation they must have the special ability SEAL. Units with a simple engine cannot operate in vacuum, whereas units with the special abilities FC and SEAL can operate in vacuum as normal.

Units that track heat and use one of these engine types are not affected by the consequences of an engine critical hit (heat build-up). Instead, on every turn after receiving an engine critical hit, if such a unit makes a weapon attack, it makes a 2D6 roll in the end phase of that game turn. On a result of 12 this unit explodes, and is thereby destroyed.

Triple-Strength Myomer, Industrial (I-TSM). 'Mechs with I-TSM have improved musculature, thanks to which they inflict 1 additional point of damage on a successful standard or melee physical attack; however, because of certain losses in the work of their motors they receive a +2 to-hit modifier on all physical attacks. (I-TSM also provides acceleration of movement, but this is already reflected in the statistics of such a unit.)

Infantry Transport (IT#). The numerical value of this special ability indicates the cargo space available for transporting infantry. This unit may carry any number of infantry or battle armour, within the total value of CAR# of the infantry carried.

Light ECM (LECM). Such a module works as an ordinary ECM module, except that its radius is smaller: its "bubble" has a radius of only 2 inches.

Mechanized (MEC). Battle armour with this special ability may act as mechanised battle armour and may be carried on any type of ground unit with the special ability "Omni" (see Transporting infantry, p. 32).

Energy (ENE). Units with this special ability have practically no explosive ammunition and therefore ignore critical hits of the "Ammunition hit" type (see Ammunition hit, p. 40).

Melee (MEL). This ability indicates that the 'Mech is equipped with a weapon for physical attack, which adds 1 point to the damage of a physical attack on a successful melee attack (see Resolving physical attacks, p. 42).

Extended Mechanised (HMEC). Battle armour with this special ability may act as mechanised battle armour and may be carried on any type of ground unit (see Transporting infantry, p. 32).

Mimetic Armor System / Light Mimetic Armor System (MAS/LMAS). Mimetic armour is similar to the "stealth" system (see below) in that it is harder to target with weapon attacks (but not physical attacks). Unlike "stealth", to be effective the unit carrying mimetic armour must remain stationary.

If during the current movement phase a unit with the special ability MAS did not move (see p. 32), all non-physical attacks against it receive a +3 to-hit modifier until the end of this turn. LMAS works in exactly the same way, except that it receives a +2 to-hit modifier.

Fire Resistant (FR). Units with this special ability are not affected by "inferno" or any other weapon that causes heat (HT#/#/#). If a heat-causing weapon also inflicts damage, that damage is applied as well.

Flak (FLK#/#/#/#). If a unit with this special ability attacks an airborne aerospace unit, a VTOL or a WiGE vehicle and misses with its to-hit roll by 2 points or fewer, it inflicts on the target damage equal to its FLK value in the corresponding range.

Heat (HT#/#/#). Units with this special ability may, in the end phase of the turn in which they successfully attacked the enemy, raise the heat of the target (on its heat scale). If the target's type is such that it does not use a heat scale, the value of this heat is simply added to the damage value the target received in the successful attack (see Determining and applying damage, p. 38).

Indirect Fire (IF#). This special ability allows a unit to attack a target without having a valid LOS to it, by firing missiles on a steep arc over intervening obstacles, like mortars and artillery. Such an attack requires a spotter in the form of a friendly unit with a valid LOS to the enemy. The numerical value of this ability indicates the amount of damage in the case of a successful indirect-fire attack. Because another weapon cannot be used in such an attack, the damage from such an attack is applied instead of the damage from the unit's ordinary weapon attack (see Indirect fire, p. 35).

[The source page carries a photo caption: a pirate in a Victor uses the head of a Banshee 'Mech as an improvised melee weapon. Not transcribed.]

Off-Road (ORO). Not having the rigid suspension of combat vehicles, ground support vehicles using wheeled (w) movement must pay an additional 2 inches for each inch travelled over unpaved terrain, unless they have the special ability "Off-Road". This ability is not required by any other unit types, including support vehicles that use a movement type other than wheeled.

Omni (OMNI). In standard Alpha Strike, ground units of the omni class ('Mechs or vehicles) may transport a single battle armour unit, using the rules for mechanised battle armour (see Transporting infantry, p. 32).

Overheat at long range (OVL). A unit with this ability may overheat up to the indicated OV value, applying it to the damage value at long range, and may also inflict damage at short or medium range (a unit without this ability can inflict such damage only at short and medium range).

Rear-Firing Weapons (REAR#/#/#/#). Although rear-firing weapons are fairly widely used on very large and slow-moving units such as mobile structures and DropShips, some smaller units also carry secondary weapons mounted in their rear arcs. 'Mechs, vehicles and fighters carrying such weapons have the special ability REAR (#/#/#/#) in their statistics. As with most other weapon special abilities, the number next to this ability shows the damage inflicted in the corresponding range.

Ground units. Any ground unit with rear-firing weapons may use them against any targets that began their combat phase outside the unit's ordinary firing arcs. Such a rear attack is resolved using all the same rules as an ordinary weapon attack, but an additional to-hit modifier of +1 applies.

Airborne units. For fighters the same rules apply as for ground units. However, a fighter may use its rear-firing weapons only against those units that have specifically got on its tail (see pp. 58–60) and are within the range of its rear-firing weapons. Therefore if a fighter has rear-firing weapons that can inflict damage only at short range, it can damage with its rear-firing weapons only the opponent that got onto its tail at short range.

Combining front (or turret) and rear attacks. A unit attempting a REAR attack may in the same turn also try to inflict ordinary damage by attacking in its front arc, but because of this its capabilities are reduced. To reflect this, if a unit makes an attack using the special ability REAR, for each 1 point of REAR damage it can inflict, its damage in the front (or turret) arc is reduced by the same number of points. This reduction is applied before any additional damage that can be inflicted through overheating is used.

Additional restrictions. Overheat damage may not be applied to REAR attacks, and REAR attacks may not deliberately reduce their damage value in order to improve weapon attacks in the front (or turret) arc. Finally, REAR attacks may not use other special abilities such as heat, indirect fire, flak or artillery.

For example, the Atlas AS7-K 'Mech has ordinary attack values of 3/3/3 and an overheat value of 2 points (with the special ability OVL), which allows it to strike all targets in the three indicated ranges in its front arc. It also has the special ability REAR (1/1/0). This 'Mech has met an enemy Centurion 'Mech at medium range, while a Vulcan 'Mech has managed to approach it at short range.

The player controlling the Atlas decides to attack both targets at once, but its rear-firing weapon, which inflicts 1 point of damage at short range on the Vulcan 'Mech, reduces its ability to attack the target in the front arc by the same number (1 point). This means that the Centurion in our 'Mech's front arc will receive only 2 points of damage on a successful attack, unless our pilot decides to overheat the 'Mech to add damage to the attack in the front arc.

Stealth (STL). Although there are several types of stealth systems in the BattleTech universe, most of them are similar to each other, and therefore in Alpha Strike no distinction is made between them. These systems make targeting more difficult in weapon attacks (but not physical attacks), depending on the range and the type of target unit.

For attacks against non-infantry units with the special ability STL an additional to-hit modifier of +1 applies at medium range and +2 at long range (or greater).

For attacks against battle armour units with the special ability STL an additional to-hit modifier of +1 applies at short and medium range and +2 at long range (or greater).

Torpedo (TOR#). Torpedo launchers may be used by units only in water (or on the water surface) against targets that are also in or on the water (including units such as hovercraft and VTOLs that are airborne and operating just above the water surface). The damage from this special ability is given by range, like ordinary weapon damage, and may be inflicted separately or together with the ordinary weapon damage that the unit submerged in water inflicts in combat.

Torpedo attacks do not take into account the range and damage modifiers that affect other weapons. For example, if a submerged unit with damage values 2/2/2 and the special ability TOR 3/3 fires at a target that is also submerged and is at short range, then on a successful attack it inflicts 4 points of damage (the basic damage of 2 points for ordinary weapons is halved to 1, but the damage from TOR of 3 points is applied in full, without restriction).

Triple-Strength Myomer (TSM). 'Mechs with this special ability can move faster and inflict additional damage in ordinary and melee physical attacks, but only if they are sufficiently heated. As soon as a unit with TSM overheats, it falls under the rules below, which concern only its movement and its physical-attack abilities. All other heat rules and game processes apply as normal.

Movement. When a 'Mech with TSM has a heat scale level of 1 or higher, it receives 2 inches of additional ground movement. If the heat scale reads 1, this unit still ignores the loss of 2 inches of movement due to overheating, but the effect of overheating on movement at level 2+ remains (unlike units with I-TSM, units with simple TSM do not show this effect on movement in their statistics, because it appears only when overheating).

Physical attacks. When an overheated unit makes a successful ordinary or melee physical attack, it adds 1 additional point of damage to the damage of that attack. Unlike I-TSM, this ability does not give rise to additional to-hit modifiers.

Turret (TUR#). A unit with a turret mounts some (or all) of its weapons in it, so that these weapons receive a 360° firing arc. The damage from all weapons mounted in the turret is added to the base damage values of this unit, and is then given separately for the special ability TUR. Thus, when a unit with a turret intends to attack outside its ordinary firing arc, it must use the damage values given for this ability instead of the ordinary damage values.

Weapon attacks made using the turret may not be combined with any other attacks arising from special abilities (for example IF, FLK and so on).

Some very large units, for example mobile structures and very large or super-large vehicles, may have several turrets. Such a unit may use each turret separately in attacks (see Exceptionally Large Units, pp. 96–99).

Underwater manoeuvring units (UMU). When underwater, such a unit uses the special underwater movement rules rather than the ordinary ones (see Underwater movement, p. 31).

Watchdog (WAT). Such a unit carries a sophisticated electronic warfare system, "Watchdog". For Alpha Strike it is considered to have the special abilities ECM and a light active probe (LPRB) (active probes are considered in more detail in the Advanced Capabilities chapter, see pp. 62–113).

C3 Networks

The following special abilities cover the various systems that form command, control and communications (C3) networks for standard Alpha Strike games. Although each of these systems has its own features (noted in the descriptions below), the basic rules of C3 networks are the same for all of them.

Designation and tracking of C3 networks. A C3 network receives a numerical designation only if the unit has more than one "master" C3 system on board (C3M, C3BSM or C3EM). Improved C3 networks (C3I) and "subordinate" C3 network systems (C3S, C3BS, C3RS) have no numerical designations. C3 networks have a limited size, determined by their special capabilities; therefore, if a C3 network is used, its members must be clearly marked (coloured markers, symbols on the unit card, or even special markers on the miniatures of such units, to make them easier to find).

Advantages of C3 networks. Members of any C3 network act as one team, with shared information about targets. This allows all members of the network to attack the chosen target as if they were all in the same range as the nearest acting member of this C3 network with a valid LOS to the target (even with this advantage the actual attacker must also have a valid LOS to the target and be able to inflict damage on the target at the distance available). Additional advantages of the various C3 networks are given in their descriptions.

For example, 4 'Mechs (A, B, C and D) belong to the same C3 network. Mechs B and C are at long range from the target, which they see through 1 inch of woods; B at long range can inflict damage, but C has a weapon that can be used at medium range at most. At the same time this target is at short range from 'Mech D, but D cannot see it because of an intervening hill. 'Mech A has a clear LOS, and the range is medium.

Although Mechs B and C are at long range, thanks to the proximity of Mech A and its LOS to the target, they can attack the target; but because it is at long range, only Mech B can inflict damage. Mech A can also attack the target, because there is a valid LOS and a permissible range. Mech D cannot attack, because its LOS to the target is blocked, and Mech C has no weapon that reaches the enemy at this distance.

If Mech D, rather than Mech A, had a LOS to the target, Mechs B and C would gain the advantage of a to-hit modifier for short range. Mech C would still be unable to attack, because it has no weapon of the required range, but its comrades' chances of hitting the enemy would increase considerably.

Editor's note: the page before this one (printed p. 50) carries the C3 network configuration diagram, which is an image and is not transcribed.

Loss of a C3 network member. For ordinary C3 networks (having the special ability C3M, C3EM, C3RS and C3S), a network member loses its connection to the network if it is within the area of effect of a hostile ECM module's "bubble", or if its LOS to the unit with the network's "master" is blocked.

The destruction or reactor shutdown of any unit with C3 also removes that unit from the network, but does not affect the rest of the network until its "master" is destroyed or its reactor shuts down. If the network's master is destroyed, or its reactor shuts down, the whole network, and all its active members, lose the advantages of the C3 network.

Boosted C3 system (C3BSM# or C3BSS#). This system works like an ordinary C3 network and links one leading unit (the "master", marked as C3BSM) with up to 4 subordinate units (marked as C3BSS). These units are practically unaffected by most hostile ECM modules. Only the Angel ECM module can influence such a system in the way an ordinary ECM module influences an ordinary C3 network.

Emergency master computer (C3EM#). This system is a backup module of the ordinary C3 master system; it is activated only in the end phase of any turn in which the ordinary master of this C3 network does not function (either because it is destroyed or because it is affected by a hostile ECM module). This backup computer operates for 2 turns in a row (not counting the turn in which it was activated); in the end phase of the 2nd turn it ceases operation. While operating, the C3EM system duplicates all the functions of the C3 master computer.

Master computer (C3M#). The C3 master computer allows units (no more than 4) to share common targeting information and to receive the advantages of a C3 network. To act as the master of a four-member C3 network, one unit must have a C3M system. The other three units in this network must have their own corresponding C3 equipment. The members of this network must either have their own master computers, or slave modules of this C3 network.

If a C3 network has several "masters", each "master" must designate its subordinates. To coordinate several networks using the same unit, a unit with several C3M systems may be used, as shown in the diagram of C3 network configurations on p. 50.

Remote sensor (C3RS). A unit with this special ability may deploy up to 4 remote sensors during the game, which act for one turn as stationary C3 slave computers (C3S). Deploying such sensors requires a successful "attack" against a point on the map at the short range of such a unit (this attack receives a to-hit modifier of −4, may not be made against another unit, and does not inflict damage; if the attack fails, the remote sensor could not be activated).

C3 remote sensors must be deployed for a specific network, require a "master" with which to coordinate, and may not raise the maximum number of active members of the network (4). A remote sensor operates only until the end phase of the turn after the turn of deployment. For this reason they often serve as "back-ups" for destroyed or shut-down members of an active network, or as a temporary substitute for an incomplete network.

Slave computer (C3S). Such a unit may join a C3 network under the rules given for the master computer (see p. 51). To become part of a network, C3 slave computers must connect to the master (either C3M or C3BSM).

Improved computer (C3I). Such a computer allows up to 6 units (rather than 4) to be linked into a network, and it does not require the presence of a C3 master computer to function. For this reason C3I networks do not break up because of the loss of a master or the influence of a hostile ECM module on it. This also means that a C3I network cannot move into another network, working as a closed system.

Photo caption on the source page (not transcribed): the secret asteroid base GABRIEL, which served the Word of Blake throughout the Jihad.

Abstract Aerospace System

Aerospace warfare is an important component of many BattleTech scenarios, although it is often pushed to the margins by ground warfare. Because Alpha Strike is a miniatures game focused mainly on ground battles, the abstract rules presented here allow BattleTech aerospace units to be used as auxiliary elements of the battle raging below. For this reason, to depict the airspace above the game table (where the main action takes place) and around it, this system uses a simplified playing field (called the "radar map").

This abstract aerospace system is considered part of standard Alpha Strike. For the purposes of these rules all aerospace units mentioned in them are considered "airborne" unless specifically stated otherwise.

Control Rolls

Enormous speeds and the constant threat of collision make aerospace manoeuvring and combat equally dangerous. Therefore these rules periodically require control rolls for aerospace units, either to avoid collisions or to outmanoeuvre the enemy in air combat with skilful manoeuvres.

The control roll mentioned above is in fact a piloting skill check. It uses as its base value the skill rating of the aerospace unit (so an aerospace unit with skill rating 4 uses this figure not only as the base number for weapon attacks, but also as the base number for control rolls).

As with weapon or physical attacks between ground units, a control roll requires the player to make a simple 2D6 roll, where success is a total result equal to or greater than the base number plus any modifiers arising from the situation. If the result of the roll is less than the modified base number, the roll is considered failed.

Aerospace Settings

The abstract aerospace game is set up using the ordinary rules of Alpha Strike (see pp. 23–25). Because these rules assume that players conduct the aerospace battle as part of wider action on the ground, the order of deployment is the same as for a ground scenario. For simplicity we recommend that players deploy all ground forces and terrain features of the scenario before deploying the aerospace forces.

Instead of terrain, the abstract aerospace system uses a special and separate area, called the "radar map", on which players place miniatures representing their aerospace units. More detailed information concerning this map is given below.

The Radar Map

The radar map sheet, available at the end of this book, represents the airspace around the playing area. It is divided into a series of concentric circles, each of which reflects an area at a certain distance from the ground battle. Each circle, in turn, is divided into one or more zones intended for regulating movement. A copy of the radar map (either a photocopy of the drawing in this book, or a hand-made map laid out on a suitable surface) should always be placed next to the ground battle table, so that players can easily move from one map to the other.

Because it is an abstraction of the surrounding space, the radar map has no specific scale; aerospace movement on this map is not measured in inches as in the ground game. Instead, movement takes place between zones in each of the 4 main areas of the map, which is considered in more detail below.

Central zone. The central zone corresponds to the ground game map. For the purposes of this scenario, players must mark a "north" direction on both maps. The radar map must then be oriented so that both maps use the same "north" direction.

Inner circle. The inner circle represents the airspace directly around the place of ground battle, but at some distance from it, not allowing an instant reaction to the ground units. Aerospace units in this area may react quickly to events on the ground.

The inner circle is divided (by dashed lines) into 6 parts. This is done solely to make it easier for players to determine the direction from which each aerospace unit enters the central zone and passes through it; in all other game situations and for all other purposes the inner circle is considered a single game zone, unlike the middle and outer circles.

Medium circle. The medium circle represents an intermediate distance from the ground game area. Aerospace units in this circle are at a considerable distance from the battlefield, but fast elements can still react to events on the ground. This circle is divided into 6 zones, marked from A to F.

Outer circle. The outer circle represents the furthest distance from the ground game area at which aerospace units may still be considered part of the ongoing battle. This circle is divided into 12 zones, numbered from 1 to 12. These zones correspond to a clock face, where zone 12 corresponds to the direction "due north".

Placing Aerospace Units on the Radar Map

Unless the scenario rules state otherwise (that aerospace units are in specific zones), aerospace forces must begin the game in the outer circle, directly opposite each other and at the edges of the radar map. Their starting positions must be in the zone of the outer circle that best corresponds to the deployment of their ground forces on the ground.

For example, if one player's force enters the ground battle at the southern edge of the map, its aerospace units must be placed in zone 6 of the outer circle; the force of its opponent, entering the ground map from the northern edge, places its aerospace forces in zone 12 of the outer circle.

As with ground settings, if the sizes of the aerospace forces are not equal, consult the rule Unequal Number of Units in the general rules of standard Alpha Strike (see p. 28).

The Abstract Aerospace Game

The abstract aerospace system uses the ordinary Alpha Strike turn sequence, where the aerospace units of a player's side have the same initiative and movement sequence as its ground forces.

Players on each side may move their aerospace units at any time during the Alpha Strike turn, but for the most balanced play we recommend that players move their ground and aerospace forces evenly. For example, if the winner of initiative moves its ground unit, its opponent would also move a ground unit; if the winner of initiative moves an aerospace unit, its opponent would do the same.

Abstract Aerospace Movement

Aerospace movement on the radar map is highly abstract, and is the result of airflow, manoeuvres, gravity and thrust during an air battle across vast areas of three-dimensional space. Thus aerospace units on the radar map have a limited amount of movement between areas, depending on their current thrust values. Units with thrust below 10 at the start of movement may fly only one zone in that turn. Units with thrust of 10 or more may fly 2 zones per turn.

Table: Unit movement mode (aerospace)

Movement modeCode
Aerodynea
Airshipi
Spheroidp

If a unit has the special ability "Bomb" (BOMB#) and in the given scenario carries bombs, it must reduce its current thrust by 1 point for each bomb carried (to a minimum of 1 thrust). If a particular aerospace unit capable of carrying bombs does not state how many bombs it carries at the start of the scenario, it is considered to carry no bombs at all.

If an aerospace unit is not hovering or engaged in air combat (see below), it must move at least 1 zone per turn, and each such movement must be a movement between zones. The inner circle is considered adjacent to all zones of the medium circle, and vice versa.

Unlike ground combat, where only one miniature may occupy a given space, abstract aerospace zones are large enough to hold an unlimited number of aerospace units, even if they belong to opposing sides.

In the abstract aerospace battle, the direction of the front of a unit is not tracked.

Hovering in place. Any aerospace unit with the airship movement type (i) or the spheroid movement type (p) may, during the movement phase, stop in place (hover). Hovering allows such a unit to remain in its current zone without being obliged to leave it.

(Source inconsistency: the text above gives the spheroid movement code as "p" in the movement table, while this paragraph refers to the spheroid type as "(m)". Both are transcribed as printed.)

Entering and leaving the central zone. Any aerospace unit that ends its movement in the central zone is considered to be making a ground attack or attempting to land, unless that unit takes off from the ground map in the current turn (see Take-off and landing, below). Units performing ground attacks or attempting to land must mark their flight path over the ground battle, which is the terrain the unit will overfly on the battlefield. The flight path is always straight.

Establishing the flight path is as simple as placing the miniature of the aerospace unit on any required edge of the ground area, with any facing direction for its front; with this direction it flies at least 24 inches of the ground map. If the required miniature is not available, or is already in use for tracking on the radar map, that miniature may be removed from the radar map and replaced by some marker for as long as it is in the central zone.

Aerospace units leaving the ground battle area are placed at the start of their movement in the central zone of the radar map.

Leaving the radar map. Aerospace units leaving the outer circle are considered to be withdrawing from the battle. Such units are removed from the game and may not re-enter it until the end of the scenario.

If the advanced rules for aerospace units on the ground map are used in the game, units attempting to land in the central zone also leave the radar map, but are not considered to have left the battle (see Take-off and landing, below).

Take-off and Landing

Under the ordinary rules of standard Alpha Strike, aerospace units are considered airborne or landed throughout the scenario, so the take-off and landing rules are not used in this chapter. Players wishing to use these rules in their games must refer to the rules for Aerospace units on the ground map, given in the chapter Advanced Capabilities (see pp. 70–73).

Aerospace Air-to-Ground Attacks

Step 1: Line of sight check. An airborne aerospace unit always has LOS to a ground unit, unless the ground unit is fully submerged in water, underground or inside a structure. Although submerged units and units sheltered in structures cannot be directly targeted for attack, for bombing their location may be selected.

Air-to-air combat (air-to-air type). If aerospace units from opposing sides end their turn in the same zone, they may engage in air combat. Aerospace units that were already engaged in an air battle from a previous turn may not leave the zone in which they are fighting until that battle is over. An aerospace unit must be free of any combat if it wishes to move into a new zone (see Air combat, p. 58).

Step 2: Firing arc check. In every sense and purpose an air-to-ground attack always takes place within the firing arc of the aerospace unit; but because an aerospace unit flying over the ground map must mark its flight path, all targets selected by that aerospace unit must lie within 1 inch of the path (on either side). The specifics of each type of air-to-ground attack are disclosed below.

For convenience, templates for calculating strafing attacks and bombing runs are given at the end of the book. Templates for the area of effect (AoE) of bombing runs and a strafing template with a 2-inch front are also given there. These templates may be photocopied for planning and resolving air-to-ground attacks.

Strafing attacks. On a strafing run the attacking aerospace unit marks, along its flight path, a 10-inch interval on the ground map; this interval is the target of the strafing attack. This area is 2 inches wide (centred on the flight path), and the objects of attack are all ground units or landed aerospace units in this area, friendly or hostile. All strafing attacks use the firing arc of this aerospace unit (even if this unit has several firing arcs).

Strikes on ground targets. In this type of attack the aerospace unit targets a specific unit within its flight path. Aerodyne DropShips, small craft and fighters attack this target using their front-facing weapons; spheroid DropShips must use their rear-firing weapons.

Altitude bombing. Similar to strafing attacks, but with bombs, altitude bombing allows an aerospace unit with the special ability BOMB to select 2 or more points of impact (POI) along its flight path. Along the flight path these points must be placed as follows: at least 1 POI for every 2 inches, and at each POI at least 1 bomb must be dropped. Each successful bombing run inflicts damage on all targets in the area determined by the type of bomb used. If an aerospace unit carries several types of bombs, it determines which bomb it dropped at the point of impact (battle armour with the special ability BOMB may not attempt altitude bombing).

Dive-bombing. An aerospace unit with the special ability BOMB may carry out a dive-bombing attack against one point of impact (POI) along its flight path, using one, several or all of its bombs for this. A successful attack hits that point as the centre of impact, affecting any targets within the area determined by the type of bomb used (dive-bombing is also available to battle armour units that have the special ability BOMB and which, using VTOL movement, are at a higher level and within 2'' of the target).

Abstract Aerospace Combat

If an aerospace unit is not large enough to have several firing arcs, each such unit in the abstract aerospace system may make only one attack per turn. Aerospace units in the central zone may declare air-to-ground attacks, while aerospace units of opposing sides occupying the same zone of the radar map may declare air-to-air attacks.

Aerospace units declaring an air-to-ground attack may choose one of 4 types of attack: strafing, striking, altitude bombing or dive-bombing; however, bombing may only be carried out by aerospace units with the special ability "Bomb" (BOMB#).

As with all ground units with such an ability, aerospace units with overheat values (OV) may declare their intention to use these points to increase the damage inflicted. Using overheat for aerospace units follows the same rules as for ground units in standard Alpha Strike (see Overheat, p. 44). Overheat damage may not be combined with bombing in air-to-ground attacks.

Resolving Aerospace Air-to-Ground Attacks

The sequence for resolving air-to-ground attacks, irrespective of type, is the same as for resolving weapon attacks in standard Alpha Strike:

  • Step 1: Line of sight (LOS) check
  • Step 2: Firing arc check
  • Step 3: Range determination
  • Step 4: Determining the target number
  • Step 5: To-hit roll
  • Step 6: Determining and applying all damage
  • Step 7: Critical hit roll (if any)

Editor's note: the printed page carries a strafing diagram and a bombing diagram (images) which are not transcribed. Their example is given in full below.

In the strafing diagram (left), the attacking player has decided to make a strafing attack and has chosen a flight path that inflicts the maximum damage on its opponent. Its targets are Mechs A and B and infantry C. Although the attacker tried to make sure its attack did not affect Mech D, it will have to attack battle armour E, because it lies along its attack path.

The bombing diagram shows the previous example, but the attacker has decided to make an altitude bombing run. It has chosen its path so as not to hit Mech D and battle armour E, and has selected the first point of impact directly above Mech B. The attacker has decided to choose a second point of impact as well, which must be 2 inches further along the attack path, stopping its choice at the edge of a light wood. This diagram shows the area of effect for high-explosive bombs (HE-bomb); bombs dropped on the 1st point of impact will affect Mech B, while bombs dropped at the 2nd point of impact will affect infantry C.

Step 3: Range determination. Regardless of the type of attack, air-to-ground attacks always take place at short range.

Step 4: Determining the target number. The table "Aerospace To-Hit Modifiers" gives the additional to-hit modifiers used in the abstract aerospace battle. When making air-to-ground attacks, aerospace units use as the base to-hit number the skill rating of the attacking unit, together with any modifiers for damage the attacking unit has suffered (for example earlier critical hits to the crew or to the fire-control system). Bombing attacks do not apply target movement modifiers, target type or terrain; but all other air-to-ground attacks do apply these modifiers.

Step 5: To-hit roll. Roll 2D6 for each unit and compare the result with the modified to-hit number calculated in the previous step. The attack succeeds only if the result of the roll equals or exceeds the modified to-hit number.

Strafing attacks. Unlike most attacks in Alpha Strike, a strafing attack (and bombing) requires multiple rolls to resolve. These rolls are made for all targets in the strafing attack area. Successful attacks inflict damage of the appropriate size, while unsuccessful attacks do not hit the target at all.

Strikes on ground targets. Only one roll is required to resolve this type of attack. A successful attack inflicts the ordinary damage value of the attack on the target, while an unsuccessful one does not hit the target at all.

Bombing. As with strafing attacks, several rolls are required to resolve this attack, one for each bomb dropped. For each bombing attack that misses the target, the player must roll 1D6 to determine the direction of "deviation" of that bomb. For this, use the area of effect template, where "1" indicates the direction of the flight path of the aerospace unit; the numbers in brackets mean the 3 possible directions into which bombs may deviate in an unsuccessful altitude bombing, and the numbers outside the brackets indicate the 6 possible directions into which bombs may deviate in an unsuccessful dive-bombing. If an unsuccessful dive-bombing attack has no flight path to use for direction 1, the attacker may place the template with "1" in any direction of its own choice, but must do this before making the deviation roll.

Once the direction has been determined, the result of a second 1D6 roll, multiplied by 2, will show by how many inches the bomb deviated from the specified point of impact.

Table: Aerospace To-Hit Modifiers

Range modifiers

RangeModifier
Short+0
Medium+2
Long+4
Extreme+6

Target type modifiers

Target element typeModifier
Aerospace unit in the air+2*
DropShip in the air−2
VTOL or WiGE in the air+1
Small craft−1

* Applies only if the attacker is not an airborne aerospace unit. This also includes support vehicles with fixed wings, conventional fighters, small craft and DropShips.

Attack type modifiers

Attack is…Modifier
Altitude bombing+3
Dive-bombing+2
Strafing+4
Strike on ground targets+2

Miscellaneous modifiers

ConditionModifier
Attacker is a drone+1
Attacker is a DropShip on the ground−2
Attacker has got onto the target's tail−2
Attacker is a support vehicle with: improved fire control (AFC)+0
— with basic fire control (BFC)+1
— with neither AFC nor BFC+2
Fire-control system hit (for each hit)**+2
Overheating+heat level (1–3)

** Fire-control system critical hits may apply several times.

Step 6: Determining and applying damage. When determining and applying damage from air-to-ground attacks, damage is always inflicted on the target's front arc, regardless of the actual direction of its front relative to the attacking aerospace unit's line of attack.

Attack by a DropShip. Damage from an air-to-ground attack made by a DropShip is based on the firing arc used for the attack. Strafing attacks by DropShips always use the front-arc weapons of that unit, while strikes on ground targets by DropShips use the rear-arc weapons if that DropShip is spheroid. Landed DropShips have several firing arcs: landed spheroid DropShips use the weapons of their side arcs against ground units, and the front-arc weapons against targets in the air; landed aerodyne DropShips may fire at ground targets with the weapons of the front, side and rear arcs, and use the front-arc weapons against targets in the air.

Damage from a strafing attack. The damage from such a successful attack equals half the damage value of this aerospace unit at short range (rounding fractions normally, to a minimum of 1 point); any damage from overheating is added after the base damage has been halved.

Damage from a strike on a ground target. The damage from such a successful attack equals the damage value of this aerospace unit at short range, plus any consequences of overheating damage.

Damage from bombing. The exact damage or consequences of bombing attacks depend on the type of bomb used (see Bomb types, below), but they affect all ground targets within the area of effect, whose radius extends from the point of impact (the place where the bomb falls). If a bomb hits a body of water, it inflicts damage on the water surface, but may affect those units that are submerged in that area. To find out whether a bomb's area of effect affected a submerged unit, add the depth at which it is located (in inches) to the distance from the point of impact. Remember that underwater damage is halved (rounding fractions normally, to a minimum of 1 point), but this automatically leads to a check for a critical hit, even if the unit still has armour.

Bomb types. Three of the most common types of bomb are considered below. Other types of bomb are given in the Advanced Capabilities chapter (see Variant bomb munitions, pp. 78–79). The types of bomb carried by an aerospace unit (if any) are determined at the start of the game. If bombs were not determined at the start of the game, the aerospace unit is considered to carry no bombs at all.

Each bomb carried (up to the value of the special ability "Bomb") reduces the current thrust of that aerospace unit by 1, to a minimum of 1. Each bomb dropped in battle restores 1 point of thrust.

High-explosive (HE) bombs. These bombs inflict 2 points of damage on all ground units covered by the 2'' AoE template.

Cluster bombs. These bombs inflict 1 point of damage on all ground units covered by the 6'' AoE template.

Inferno bombs. These bombs inflict 2 points of heat on all targets covered by the 2'' AoE template. If a unit does not use a heat scale, it receives 2 points of damage instead.

Step 7: Critical hit roll. In the abstract aerospace system, critical hits from air-to-ground attacks are resolved in the same way as critical hits from weapon attacks in ordinary Alpha Strike. As in ordinary Alpha Strike, all units (except infantry and battle armour) may suffer critical hits.

If the conditions for a critical hit check are met (see below), the attacker rolls 2D6 and consults the Critical Hit Determination table for the relevant unit type (see p. 40). If the target is an aerospace unit, the Aerospace Critical Hit Determination table is used (see p. 58). Critical hits must be clearly marked on the target unit's card.

The consequences of all critical hits remain until the end of the scenario.

If the consequence of a given critical hit cannot affect the target unit (for example a critical hit to the weapons of a unit whose damage has already been reduced to 0 by damage), instead apply 1 additional damage point to the unit, but for this damage no additional critical hit roll is made.

The following conditions require a critical hit check:

All non-infantry units. Each time damage affects structure, this unit may receive a critical hit (if the unit is an industrial 'Mech, 2 critical hit rolls are made).

All units with the special ability BAR. Each time such a unit takes damage, it may receive a critical hit, even if armour remains (if a unit with this ability takes damage that affects structure, 2 critical hit rolls are made).

Submerged units. Such units must make a critical hit check each time they take any damage, because of the possibility of a breach in the hull (if such a unit also has the special ability BAR, 2 critical hit rolls are made).

Aerospace armour thresholds. In addition to the above, aerospace units must also roll on the Aerospace Critical Hit Determination table if the damage from a single attack exceeds the damage threshold value of that unit, even if the damage itself does not affect structure. If the "armour threshold" is not stated on an aerospace unit's card, it equals the unit's initial armour value divided by 10, rounding fractions up. Damage inflicted on an aerospace unit during the scenario does not reduce its damage threshold value.

Consequences of aerospace critical hits. Below are the consequences of each type of critical hit given in the Aerospace Critical Hit Determination table:

Crew hit. The first crew hit adds a +2 to-hit modifier to all weapon attacks and control rolls of this unit until the end of the scenario. A second crew hit kills the crew, and the unit is considered destroyed.

Crew killed. The crew of this unit is killed. The unit is considered destroyed.

Docking collar hit. This unit may not dock with a "jumpship". This critical hit does not affect standard Alpha Strike.

Door hit. All doors of one randomly determined cargo bay are damaged and no longer function. Units may not enter or leave this cargo bay.

Engine hit (aerospace fighters, conventional fighters and fixed-wing support vehicles). The running gear of this unit is damaged. For fighters and fixed-wing support vehicles the first engine hit halves the thrust value (rounding fractions down, to a minimum of 1). A second engine hit reduces thrust to 0 and causes a crash.

Aerospace units already on the ground are stalled and are considered destroyed.

Engine hit (DropShips and small craft). For DropShips and small craft the first engine hit reduces the thrust value by 25% (rounding fractions normally, with a minimum loss of 1 point). A second engine hit reduces thrust by 50% (again rounding fractions normally, with a minimum loss of 1 point). A third hit reduces thrust to 0 and causes a crash.

Aerospace units already on the ground are stalled and are considered destroyed.

Fire-control system hit. A mechanism controlling the weapons of this unit has been damaged. This is a wide range of malfunctions, from an arm actuator to a sensor hit. Each fire-control system hit adds another +2 to-hit modifier to all subsequent weapon attacks of this damaged unit (this modifier does not apply to physical attacks).

Fuel hit. A hit on the fuel tank of this unit. The unit explodes and is considered destroyed.

KF-housing hit. This unit may not be moved to another system with a "jumpship". This critical hit does not affect standard Alpha Strike.

Manoeuvring engine hit. The unit loses 1 point of thrust. If thrust falls to 0, such a unit crashes and is considered destroyed. An aerospace unit can receive only one such critical hit; further such critical hits are treated as "no critical hit".

No critical hit. This hit caused no critical consequences.

Weapon hit. Such a hit represents the destruction of some of the weaponry. All damage values, including those caused by special abilities (for example AC, ARTX, FLK, HT, IF, LRM, SRM, TOR and TUR), are reduced by 1 (to a minimum of 0). For units with many attacks (for example DropShips and mobile structures), this hit reduces the damage values in all ranges by 50% (rounding fractions down, to a minimum of 0) in a randomly determined arc. Weapon hits do not affect the values of this unit's physical attacks.

Table: Aerospace Critical Hit Determination

2D6Aerospace units*DropShip**
2Fuel hitKF-housing hit
3Fire-control system hitDocking collar hit
4Engine hitNo critical hit
5Weapon hitFire-control system hit
6No critical hitWeapon hit
7No critical hitManoeuvring engine hit
8No critical hitWeapon hit
9Weapon hitDoor hit

* Including fixed-wing support vehicles, airships and conventional fighters.

** Including small craft.

Air-to-Air Attacks

Where opposing units end their movement phase in the same zone of the radar map, they engage in combat if either one or both of the opponents wish it. When one aerospace unit declares an attack against another aerospace unit, an air battle arises (aerospace units with OV values, like some ground units, must declare their intention to use OV to increase damage).

Because the battle automatically forces the opponents to manoeuvre, if the defending unit has not yet declared its intention to attack, it may either begin counter-action against the attacker, or ignore it and conduct its own attack against another target (for example attacking another enemy aerospace unit in the same zone, or carrying out an air-to-ground attack if the battle takes place in the central zone). If the defender decides not to counter-act against the attacker, it may not decide to attack that attacker later in the same turn.

Air-to-air battles end automatically when one of the units engaged is destroyed and there are no other hostile units fighting with it. For other ways of ending these battles, consult the rules for ending air-to-air battles (see p. 61).

The sequence for resolving air-to-air attacks is approximately the same as for weapon attacks in ordinary Alpha Strike:

  • Step 1: Line of sight (LOS) check
  • Step 2: Establishing control of the battle
  • Step 3: Range determination
  • Step 4: Determining the target number
  • Step 5: To-hit roll
  • Step 6: Determining and applying all damage
  • Step 7: Critical hit roll (if any)

Step 1: Line of sight check. Airborne aerospace units in the same zone of the radar map always have LOS to each other.

Step 2: Establishing control of the battle. When two aerospace units fight in an air battle, the pilots and crews of both these units must make control rolls to establish the degree of their control over the battle. In the abstract aerospace battle the pilots' skill ratings are used as the base numbers for these control rolls, and a +2 modifier applies to each unit located in the atmosphere (see Control rolls, p. 53).

If one of the units has made a successful control roll and the other has not, the unit with the successful roll has gained superiority through skilful manoeuvre and is now on its opponent's tail. That opponent cannot make effective attacks against its enemy, and the unit on its tail receives a to-hit modifier of −2 for attacks against the unit whose tail it is on.

If the control rolls of both units fail, or if both succeed, neither unit has got onto the other's tail.

Example. Side A has 3 aerospace fighters, A1, A2 and A3. Side B also has 3 aerospace fighters, B1, B2 and B3. All these units have a skill rating of 4, and the thrust of each is 6.

In this turn side A won initiative, and both sides moved all their fighters into the same zone.

As the winner of initiative, side A begins the combat phase. A1 attacks the enemy B1. B1 decides to return fire.

Both A1 and B1 make control rolls. For both, the target number is 6 (4 skill and 2 for being in the atmosphere). A1's roll is 7. A1 adds half its thrust value (6) for a modified control roll of 10 (7 + [6 ÷ 2] = 7 + 3 = 10). B1's 2D6 roll is 5, which is a failed roll. Therefore B1 adds only a quarter of its thrust value (6) for a modified control roll of 6 (5 + [6 ÷ 4] = 5 + 1.5 = 6.5, rounded down to 6).

Because A1 succeeded and B1 did not, A1 is now on B1's tail. Because A1's modified control roll is higher than B1's, A1 chooses the range of attack, stopping at short range. On B1's tail, A1 receives a to-hit modifier of −2. B1 cannot fire from its rear arc, and therefore cannot reply to A1.

Next A2 attacks B1. B1 has already declared its intention to attack A1, and this cannot be changed, even though it cannot fire at A1. A2 successfully rolls 6, with an excess of 0, which is the minimum necessary, but enough to add half its thrust value (6) for a modified control roll of 9 (6 + [6 ÷ 2] = 6 + 3 = 9). B1 rolls 11, with an excess, so B1 also adds half its thrust value (6) for a modified control roll of 14 (11 + [6 ÷ 2] = 11 + 3 = 14). Because B1's modified control roll is higher than A2's, B1 chooses the range of the battle, and decides that it will be long range (because B1 cannot attack A2, its pilot decides to use its successful roll to keep away from A2).

A3 also attacks B1. Again B1 cannot return fire, because it declared that it was firing back at A1. A3 makes a control roll and gets 4, a failed roll. B1 rolls 2D6 and gets 8, a successful roll with an excess. Because B1 succeeded and A3 did not, B1 is now on A3's tail, declaring that the range will be short. A3 cannot attack B1, because B1 is now on its tail.

Now the combat phase of side B begins. Side A has already declared all its attacks, so only the units of side B that have not yet been involved will act.

B1 already declared its attack during the attacks of side A, so we skip it. B2 attacks enemy A1. B2's roll is 7; it adds half its thrust and gets 10. A1's roll is also 7; it adds half its thrust and also gets 10. Because the results are equal, B2's attack on A1 will take place at medium range (B2 has already declared an attack on A1).

B3 attacks A2. B3's roll is 10; it adds half its thrust and gets 13. A1's roll is 6; it adds half its thrust and gets 9. B3 chooses short range.

Step 3: Range determination. If both units failed their control rolls in the previous step's control check, the battle in this turn takes place at long range, and the combat proceeds to step 4.

If both units succeeded their control rolls in step 2, add to the roll result half the current thrust value of each such unit (rounding fractions down). (If one unit succeeded and the other did not, the unit with the failed roll adds only a quarter of its current thrust value to its roll result, and in this case fractions are rounded down.)

The unit with the highest modified result chooses the range at which the battle will take place. If these results are equal, the unit whose margin of success (MoS) in step 2 was greatest chooses the range. If the modified results and their MoS are also equal, the battle takes place at medium range.

Step 4: Determining the target number. The modifiers used in the abstract aerospace battle are given in the table "Aerospace To-Hit Modifiers" (see p. 57).

In air-to-air attacks, aerospace units use their skill rating as the base to-hit number, and apply all modifiers for range and for damage suffered by the attacker (for example earlier critical hits to the crew or to the fire-control system). Air-to-air attacks do not apply target movement or terrain modifiers, but all the other modifiers given in the table above do apply.

Step 5: To-hit roll. To carry out the attack the player rolls 2D6 for each unit and compares the result with the modified to-hit number calculated in the previous step. The attack succeeds only if the result of the roll equals or exceeds the modified to-hit number.

Line of sight check. For ground-to-air combat, all non-aerospace units (including aerospace units on the ground) that are not submerged in water, underground or inside a structure always have LOS to an airborne aerospace unit.

Step 6: Determining and applying damage. If the attack succeeds, damage is applied at once, but its consequences take effect only in the end phase. Before applying damage, the direction of the attack and the amount of damage must be determined.

Direction of attack. In air-to-air attacks an aerospace unit is always considered to be attacked through its front arc, unless its opponent is on its tail. If the attacker is on the target's tail, damage is resolved as if the attack struck the rear arc.

Amount of damage. As with ground units, the base amount of damage inflicted by a successful air-to-air attack equals the damage value of the attacking unit in the corresponding range. Unlike ground units, aerospace units in ordinary Alpha Strike have 4 range values, not 3. For targets at short range the base damage is given in the S field; if medium, the M field; if long, the L field; and if extreme, the E field.

Rear damage. Add 1 additional damage point to each successful attack that struck the target's rear.

Overheat damage. Aerospace units that track heat may, at the cost of additional overheat, inflict extra damage (as 'Mechs do). The decision to overheat in order to possibly inflict extra damage must be made when the attack is declared, but before it is resolved (see Overheat, p. 44).

Special ability damage. In the abstract aerospace battle, aerospace units do not use special abilities.

Special ability "Heat". In the abstract aerospace battle, aerospace units may not use the special ability "Heat".

Firing arc check. All non-aerospace units (including aerospace units on the ground) may consider an airborne aerospace target to be in their firing arc if any part of that unit's flight path lies within or partly touches that firing arc.

Ground-based spheroid DropShips: such ships always consider airborne aerospace units to be in their front firing arc.

Step 7: Critical hit roll. As with ordinary Alpha Strike, any damage to an aerospace unit that affects structure requires a roll on the Aerospace Critical Hit Determination table, using the column corresponding to the type of that aerospace unit (see p. 58).

Armour thresholds. In addition to the above, aerospace units must also roll on the Aerospace Critical Hit Determination table if the damage from a single attack exceeds the damage threshold value of that unit, even if the damage itself does not affect structure. If the "armour threshold" is not stated on an aerospace unit's card, it equals the unit's initial armour value divided by 3, rounding fractions down. Damage inflicted on an aerospace unit during the scenario does not reduce its damage threshold value.

Editor's note: this printed page gives the default armour threshold as the initial armour value divided by 3. The aerospace-unit rules on p. 43 and p. 59 give 10% of initial armour (divided by 10) and rounding up. The source is inconsistent here; both are transcribed as printed, and the threshold figure should be checked against the source before the card is used.

Resolving Aerospace Ground-to-Air Attacks

Each time an aerospace unit enters the central zone of the radar map, it must fly over some area of the ground battlefield, and therefore it may become the target of ground-to-air weapon fire. Such fire is resolved using the ordinary rules of Alpha Strike for weapon attacks, but with some changes.

Determining the range. To determine the range from a non-aerospace unit to an airborne aerospace unit, measure the distance from the edge of the attacker's base to the nearest point on the flight path of the aerospace unit that lies within the attacker's front arc, and then add 12 inches to this result.

If the attacker is within 2 inches of the flight path of the aerospace unit, disregard these rules and simply treat the range as short.

Determining the to-hit number. While in flight, aerospace units do not receive a target movement modifier; instead they receive a +2 to-hit modifier, for being an airborne aerospace unit (plus an additional −2 modifier if the unit is a DropShip).

Landed aerospace units. Treat any attack against a landed aerospace unit as an attack against another ground unit, but without the target movement modifier, applying instead an immobile-target modifier of −4.

Determining and applying damage. In Alpha Strike games all damage to airborne aerospace units is resolved as if they took a hit in their front arc, regardless of the direction of the attack.

All other rules for damage when attacking airborne aerospace units apply as set out in the rules for determining and applying damage in air-to-air battles (see p. 60).

Critical hit roll. All rules for resolving the consequences of critical hits when attacking airborne aerospace units apply as set out in the rules for determining critical hits in air-to-air battles (see p. 60).

End Phase (Aerospace)

The aerospace aspect of the Alpha Strike end phase adds many actions unique to aerospace movement and combat. In addition to the rules for ending air-to-air battles (see below), these actions, like others in the end phase, may take place simultaneously.

After all end-phase actions for both the ground and aerospace components of the game have been resolved, the turn ends and the players return to the initiative phase.

Ending Air-to-Air Battles

During the end phase of the turn, players controlling units taking part in an air-to-air battle may decide either to continue the battle in the next turn or to break off from it. Each ending of an air-to-air battle must be resolved separately; the order in which the battles are resolved is determined by the winner of initiative in that turn.

If both players decide to continue the battle, the fighting aerospace units must remain in the same area during the movement phase of the next turn.

If both players decide to end the battle, the units break off the combat.

If one player decides to continue the battle and the other intends to end it, both players must repeat the control roll in step 2 under the rules for air-to-air battles (see p. 59) to determine whether the battle continues. If the players' results are equal, the decision to continue the battle is taken by the unit with the highest unmodified MoS. If the unmodified MoS is also equal, the decision to continue the battle is taken by the unit with the highest current thrust (if the thrust is also equal, the control roll is made again until a winner is determined). If both sides fail their control rolls, the battle ends automatically.

Only if a unit has no battles may it, during the next movement phase, move to another area and then leave it (see Abstract aerospace movement, p. 54).

Example. In the air-to-air battle described above, after all weapon fire has been resolved, none of the units has been destroyed, but changes to their thrust values may have occurred because of damage. At this point the units occupy the following positions:

  • A1: On the tail of B1 at short range, and at medium range with B2.
  • A2: Fighting B1 at long range and B3 at short range.
  • A3: B1 is on its tail at short range.
  • B1: A1 is on its tail at short range; at long range with A2, and on the tail of A3 at short range.
  • B2: Fighting A1 at medium range.
  • B3: Fighting A2 at short range.

During the end phase each unit attempts to break off the battle.

Side A decides that A1 will end the battle with B1. B1 decides to do the same, so the battle ends automatically.

Then A1 tries to break away from B2. Both units have the same target number of 4, plus 2 for being in the atmosphere. A1 rolls 8 and B2 rolls 12. A1 is still fighting B2, and therefore must remain in this area for the next turn.

A2, seeing that A1 has not been able to end the battle, decides to continue fighting B1. B1, however, decides to end the battle. Both units have the same target number of 4, plus 2 for being in the atmosphere. A1 rolls 4 and B1 rolls 7. B1 breaks off the battle with A2. (The printed text reads "A1 rolls 4"; in this passage the roll is A2's, as the sentence before it concerns A2. Transcribed as printed, with this note.)

With B1 gone, A2 decides to keep fighting B3. A2's roll was successful and B3's was not, so they will continue the battle in the next turn.

A3 is fighting B1. It decides to keep fighting B1. B1 wants to continue its battle with A3. Because B1 is on A3's tail, A3's target number is its skill rating of 4, plus 2 for the atmosphere and 2 for having an enemy on its tail. The result of its roll is a failure, 6. B1's target number is its skill rating of 4, plus 2 for the atmosphere and −2 for having an enemy on its tail. The result of its roll is a failure, 3. Because both rolls failed, the battle ends automatically.

A1 is still fighting B2, and therefore in the next turn it must remain in the same area. A2 is still fighting B3, and therefore in the next turn both must remain in the same area.

A3 and B1 are no longer fighting anyone. In the next movement phase both must move.

Aerospace Damage

Unless overridden by special abilities, all damage inflicted in the combat phase takes effect in the end phase. Also here all consequences of critical hits take effect, and all destroyed units must be removed.

Any airborne aerospace unit that received damage in the current turn must, during the end phase of that same turn, make a control roll (applying a +2 to-hit modifier for atmospheric combat, and a further +4 to-hit modifier if this unit received a manoeuvring engine critical hit), or it loses altitude. If the result is successful, this aerospace unit remains in its current zone. If not, this unit is automatically moved one zone towards the centre of the radar map. This new zone must be adjacent to the zone in which the damaged unit is currently operating; if there is more than one such zone, the player controlling this unit chooses the specific zone.

Falling out of a zone because of a failed roll automatically ends all air-to-air battles in which this unit is involved; all its opponents remain in the current zone.

If an airborne aerospace unit is in the central zone and fails its control roll, at the end of its flight path over the ground map it crashes and is considered destroyed.

Loss of thrust and a shut-down reactor in an aerospace unit. Under these abstract rules, any airborne aerospace unit whose thrust falls to 0 because of damage or critical hits, or whose reactor shuts down because of excess heat, automatically moves one zone towards the centre of the radar map, as described above. This fall continues until the unit's thrust is restored (by restarting the reactor), or until it crashes in the central zone. An aerospace unit that falls out of the central zone crashes at the end of its movement on the ground map (in unoccupied terrain of the player's choice). Crashed aerospace units are considered destroyed, together with all units they were carrying at the time (if any).

As with the aerospace damage rules above, an aerospace unit automatically ends all battles it is involved in.

If the advanced rules for aerospace units on the ground map are used in the game, a unit with no thrust or a shut-down reactor may make a forced landing, using the landing rules (see pp. 71–73) instead of the rules above.

Photo caption on the source page (not transcribed): the terrifying Opacus Venatori, the elite strike unit of the Word of Blake, stalks its last prey, led into battle by Precentor Beirt in his red-and-white Archangel.

Advanced Capabilities

This section offers a selection of optional rules that may be used in Alpha Strike games to respond to unusual circumstances or types of units. Because these rules are optional and considerably more complex than those given in standard Alpha Strike, they are considered advanced and are used only with the agreement of all players.

Advanced Movement Modes

The following additional movement modes may be used in Alpha Strike as advanced capabilities:

Climbing. This movement may be used by 'Mechs, protomechs, infantry and battle armour with the special ability "'Mech Attack" (AM). Climbing allows a unit to rise or descend over terrain much steeper than it could cross under the ordinary rules of Alpha Strike (for 'Mechs this maximum is 2 inches of height per 1 inch of ground movement; for protomechs and infantry this maximum is 1 inch of height per 1 inch of ground movement). Ground vehicles may not use climbing.

Climbing costs 2'' of movement per 1'' of height climbed. A unit need not finish its climb in one turn, but units that have not finished their climb may not make any kind of attack in that turn.

When attacked, units using climbing are considered, when determining the target movement modifier, to have half their normal movement (rounding fractions down), and lose any target movement modifiers for jumping.

Example. Alice's Assassin has a movement of 14''j, but it stands in front of a cliff 16 inches high, so it cannot climb to the top of this cliff using its jump jets alone. Alice decides to use climbing to get up the cliff. At the start of turn 1 her 'Mech begins its ascent. At a cost of 2 inches per 1 inch of height, her 'Mech climbs the cliff to a height of 7 inches. Because the 'Mech has not finished its climb in this turn, it cannot attack. If it is attacked in this turn, the target movement modifier of the Assassin will be calculated on the basis of 7 inches of movement (14 ÷ 2 = 7, without a jump).

In the ground movement phase of turn 2 the Assassin climbs a further 7 inches. Because this is still not enough to reach the top of the cliff, the 'Mech will climb for one more turn, and in this turn too it will not be able to attack. In turn 3 the 'Mech, spending another 4 inches of movement, climbs the cliff. The remaining 10 inches of movement it may spend on movement over the terrain it has just climbed onto, and it will still receive a target movement modifier for jumping.

Evasion. During the movement phase all units may choose evasive movement. Evasion does not change the normal movement (or thrust) values of the unit or the restrictions of terrain, but an evading unit may not make any kind of attack. However, all attacks against it give rise to an additional to-hit modifier, based on the skill rating of this unit, as shown in the "Advanced Target Movement Modifiers" table (below).

Jumping down (Hopping). Only 'Mechs or protomechs may use this movement. Hopping allows a 'Mech (or protomech) without using jump jets to quickly drop down from any height, even though this movement always damages the unit. Hopping costs 4 inches of movement and places the unit at the lowest height on any required terrain within 1 inch of its starting position (this cost is paid for hopping regardless of the destination terrain or the difference in heights between the starting and end points).

A unit using this movement automatically receives 1 point of damage for every 6 inches of downward height, and critical hit checks are made as normal. 'Mechs or protomechs dropping down more than 12 inches in this way additionally receive automatically a critical hit to the movement system.

Deliberate falls from above. Any 'Mech, protomech or ground vehicle may deliberately move from high ground to low ground at a cost of 2'' of movement. A unit deliberately falling in this way automatically ends its movement immediately after the fall and receives 1 point of damage for every 6'' (whole or partial) difference in height between the starting level and the ending level, with critical hits resolved by the ordinary rules. Unlike hopping, units do not receive an automatic movement-system critical hit for every 12'' of fall, but vehicles must check their running gear for damage as normal.

If a deliberate fall places a unit on terrain forbidden to that type of unit, that unit is considered destroyed.

If a unit deliberately falls onto terrain occupied by another unit, this counts as a death-from-above attack (see p. 43), even if the falling unit is not a 'Mech; a +2 to-hit modifier applies to this attack. Regardless of the outcome, the falling unit must be placed as close as possible to its starting point, and there must be base contact with the unit it fell onto.

Sprint. Any ground unit may use a sprint. To determine the sprint speed of such a unit, multiply its current ground movement by 1.5 and round fractions up (a sprint may not be applied to a jump). Thus a unit with a current movement of 12'' will have 18'' of movement when sprinting (12 × 1.5 = 18).

A unit moving in this way may not attack. Attacks against such units use the modified movement value of this unit; however, they receive an additional to-hit modifier of −1.

Table: Advanced Movement Mode Costs

Movement modeCost of movement per 1 inchForbidden movement mode / unit type
Climbing+2''Vehicles, aerospace units, battle armour*
Evasion+0''—
Hopping4''+All except 'Mechs and protomechs
Deliberate fall2''+All except 'Mechs, protomechs and ground vehicles
Sprint+0''++Aerospace units, naval, VTOLs

* Battle armour with the special ability AM may also use climbing.

+ The unit receives 1 point of damage for every 6'' of fall (whole or partial) (see Hopping and deliberate falls, p. 63).

++ Multiply the unit's current ground movement by 1.5 and round fractions up (see Sprint, p. 63).

Table: Advanced Target Movement Modifiers

Advanced movement typeTo-hit modifier
Climbing*—
Sprint**−1
Evasion (skill of the evading unit)
— Skill 6–8+1
— Skill 5+2
— Skill 4–3+3
— Skill 2–1+4

* Treat a unit that is climbing as having half its normal ground movement, without a jump.

** For the basic target movement modifier, use the movement mode of the unit (sprint).

Transporting Non-Infantry Units

The following rules apply to the transport of combat units, DropShips and small craft. They do not apply to the transport of infantry by units with the special ability "Infantry Transport" (IT#) (see Transporting infantry, p. 32).

Transport by a ground unit. All non-aerospace units, for the purposes of entering a transport unit or leaving it, are considered ground units. This process is called loading (on entry) or unloading (on exit). Units may not be unloaded onto forbidden terrain. Loading and unloading must be carried out during the ground movement phase.

Boarding/loading. Units may board only through base contact with the transport unit. Boarding costs 2'' for entering the transport unit.

Disembarking/unloading. Disembarking costs 2'' for leaving the transport unit; the disembarked unit must have base contact with the transport unit.

Units as cargo. Many large civilian DropShips have cargo space of thousands of tons. Although it is intended for consumer goods, this space can be adapted to carry combat units as cargo. Each unit transported in this way receives 110% of its original weight in the cargo bay. This additional weight represents the additional materials used to protect the unit during transport. For a unit to be transported, its weight may not exceed the capacity of the cargo bay.

Units transported in this way are in a non-combat-ready state and may not be loaded or unloaded in the ordinary way; they may not take off or be repaired. They may only be unloaded as ordinary cargo. Because the doors of these cargo bays were not intended for military use, only one unit (regardless of its size) may be loaded or unloaded in this manner in 1 turn. Units unloaded in this way will be combat-ready after 30 turns.

Battlefield Extensions

The introductory and standard rules assume that the scenario takes place in favourable weather conditions and on normal terrain. The rules below may be used to add additional terrain types and weather conditions to Alpha Strike games. Together with the rules for the environment, covering atmospheric, light and gravitational features, given at the end of this chapter (see pp. 92–95), these rules help create exotic conditions for any battle.

Forbidden terrain. Some types of units, or units lacking some specific equipment, may not enter certain types of terrain. These forbidden terrain types and movement restrictions are given in the table "Movement cost for extended terrain types". Unless stated otherwise, these prohibitions apply only if the unit attempts to move through such terrain. Units that can rise above such terrain (for example aerospace units and VTOLs in flight, or units with a jump capability) ignore these prohibitions for as long as they are above that terrain.

Bridges

Although bridges, technically standing above roads, cross ravines or water and therefore under the ordinary rules may be represented as road/paved terrain, in fact they were built without regard to the load of modern combat vehicles, BattleMechs. Based on these considerations, and bearing in mind that bridges may be targeted and may take damage, the following rules were drawn up.

Bridges, like buildings, have a structural strength value (CF), which represents the strength and stability of the structure as a whole. This may be any value from 1 to 50. If a bridge takes damage from attacks or for other reasons, that value is subtracted from the bridge's CF. A bridge with CF 0 collapses.

Weight limits. Because the current CF value of a bridge also represents its load-bearing capacity, this value determines the maximum size of unit class that can safely cross the bridge (apart, of course, from the physical size of the bridge, which must be sufficient to place the miniatures on it). A bridge with CF 21 or more can support size 4 units. Bridges with CF 20 or less can support units only up to size 3. Bridges with CF 10 or less can support units up to size 2. Bridges with CF 5 or less can support only size 1 units.

If a unit whose size exceeds the capacity of a bridge attempts to use it, the bridge collapses as soon as the unit steps onto it. All units on this bridge at the moment of its collapse fall and receive 1 point of damage for every 3 inches (whole or partial) of difference between the starting level and the collapse level, with critical hit rolls made as normal. If a unit falls as a result onto forbidden terrain, it is considered destroyed.

Buildings

The rules for buildings are given later in this chapter. See Buildings (pp. 83–86).

Deep Snow

Although in high heat this may be a blessing for a BattleMech, deep snow is practically impassable for wheeled vehicles and may slow or even stall most other types of ground units (although hover units, WiGE vehicles and airborne VTOLs ignore this effect, as do all units using jumping). Any ground unit heading into or through deep snow may, under the Bogging Down rules (see p. 70), become stuck in such terrain. Any unit tracking heat that is in deep snow may subtract 1 point of heat during the end phase of the turn in which it overheated (see p. 44).

Gravel Mountains

Gravel mountains are any type of accumulation of rock debris or spoil that has not yet compacted. These mountains are considered elevations, but they may not rise more than 2 inches above the lowest terrain adjacent to the mountain. Units moving through these mountains must pay the cost of a level change in addition to the +1 inch per inch of movement into or through this terrain.

Units passing through such terrain may become stuck in this unstable ground (see Bogging Down, p. 70).

Hazardous Mud Pits

These are pools of corrosive liquids or other destructive liquid chemicals that may damage any unit in contact with them. Hazardous mud pits follow all the rules of water terrain with some additional consequences.

Any unit that starts its turn in a hazardous mud pit, enters it, or even ends up partially submerged in it, receives 1 point of damage, plus an additional 1 point of damage for every full 2 inches of movement spent moving through this terrain. This damage is doubled for any unit that is not a BattleMech and does not have the special ability SEAL.

Heavy Industry

Heavy industry terrain is a tangled and relatively densely packed area of power lines, generators, cooling pools, water towers and other similar elements. This type of terrain may be reproduced only on clear or paved surfaces, within 6 inches of any number of buildings in the playing area.

Heavy industry terrain affects line of sight and to-hit rolls in the same way as light woods (see Woods, p. 69).

Unintended explosions. Because of the explosive nature of the mix of equipment characteristic of heavy industry zones, whenever an attack made in such a zone fails to hit the chosen target or inflicts damage on the terrain (whether an area-of-effect attack or a deliberate fire at the terrain), there is a chance of an unintended explosion. When one of these situations arises, the attacker rolls 2D6. On a result of 5 or higher an unintended explosion occurs, inflicting 1 point of damage on all units covered by a 2'' AoE template centred on the target point (in case of a miss by an attack directed at a unit, the unit at which the attack was aimed is considered the target point). In addition, all terrain within 2 inches of the target point catches fire (see Fire and Smoke, pp. 100–101).

Ice

Being a frozen surface of bodies of water, ice turns water into a sort of level terrain for the purposes of movement, but here too there is a risk. With the exception of those units that use hover movement or the effect of wing-in-ground-effect, all ground units moving over ice must spend additional movement for each inch travelled, so expressing the increased caution needed when moving to avoid falling or slipping.

In addition, until the ice has become sufficiently strong (see below), there is a chance for a ground unit to fall through the ice. For every 2 inches travelled over ice, a 'Mech, protomech or ground vehicle using tracked or wheeled movement must make a 1D6 roll (units using jump movement, or those that simply remain in place on this terrain for a whole turn, make such a roll only if they end their movement phase on ice). On a result of 6 the ice breaks through within 1'' of this unit. A unit that falls through the ice in this way sinks to the bottom of that body of water, taking 1 point of damage and making a breach-of-hull check under the underwater damage rules of standard Alpha Strike (see p. 39). For the rest of this scenario all areas of broken ice are considered water.

Mobile structures automatically break through any ice on which they are located (even if it is strong enough).

Because of their manoeuvring engines and enormous mass, any spheroid small craft and all DropShips attempting to land on ice automatically break through it (even if it is strong enough). All other aerospace units, including aerodyne small craft, fighters and airships or fixed-wing support vehicles, and VTOLs or WiGE vehicles attempting to land on ice, use the same rules as ground vehicles mentioned above.

Naval units may not move over ice, but submerged units may move in the water beneath ice that is not yet strong enough. Submerged units attempting to surface from under ice automatically break through the ice within 1'' of themselves.

Strong ice. Ice may be selectively marked as strong enough. Ground units moving over strong ice do not make ice-breaking rolls, unless they are mobile structures, aerospace units crashing, or DropShips landing (or taking off) from any ice surface.

Jungle

As in the case of advanced woods terrain (see Woods, p. 69), jungles may be light, dense or very dense. Jungles affect line of sight in the same way as woods, but they are harder to pass through, the cost of passing through them is higher, and they are harder to destroy (see Terrain Conversion, p. 104).

Light jungle. Light jungle rises 4 inches above the terrain on which it stands. A cumulative length of 6 inches of light jungle blocks line of sight.

Dense jungle. Like light jungle, dense jungle also rises 4 inches above the terrain on which it stands. Visibility through dense jungle is worse and the movement cost through it is higher. A cumulative length of 4 inches of dense jungle blocks line of sight.

Very dense jungle. Very dense jungle rises 6 inches above the terrain on which it stands. This is the hardest type of jungle for visibility and passage. A cumulative length of 2 inches of very dense jungle blocks line of sight.

Magma

Being an outlet of volcanic activity to the surface of the earth, magma is a flowing rock. In Alpha Strike magma is represented in two forms: liquid, and partly solidified with a crust.

Liquid magma. Liquid magma must have a depth, like water. If liquid magma has no specific depth, its depth is considered to be 2 inches.

Any unit other than a BattleMech (or an industrial 'Mech without the special ability SEAL) is destroyed if it enters liquid magma. Airborne units may fly over liquid magma, but if they attempt to land on it or descend to the level of terrain with liquid magma, they are immediately destroyed. If a 'Mech begins its turn in liquid magma, enters it, or even becomes partially submerged in liquid magma, in the end phase of that turn it receives 1 additional point of heat on its heat scale. In addition, if this unit has no armour left, it receives 1 point of damage, plus an additional 1 point of damage for every 2 inches of movement spent passing through this terrain after the loss of its armour (industrial 'Mechs that come into contact with liquid magma and have no armour are destroyed automatically).

Units in liquid magma may become bogged down in it (see Bogging Down, p. 70).

Magma with a crust. Ground units may move over magma with a crust as if it were clear terrain, but, as when moving over ice, they risk breaking through the crust. For every 2 inches travelled over magma with a crust, a 'Mech, protomech or ground vehicle using tracked or wheeled movement must make a 1D6 roll (units using jump movement make such a roll only if they end their movement phase on magma with a crust, but apply a +2 modifier to the roll). On a result of 6 or higher the crust breaks through within 1'' of this unit, and the magma becomes liquid. A unit that breaks through the crust falls into the liquid magma and immediately applies the consequences of that type of terrain. For the rest of this scenario all areas of broken crust are considered liquid magma.

If during the end phase a heat-tracking unit (a 'Mech or a landed aerospace fighter) remains on magma with a crust, it adds 1 point to its heat level on the heat scale.

A spheroid aerospace unit (a small craft or a DropShip) attempting to land on magma with a crust automatically turns it into liquid magma. If the landing unit is larger than 2 inches, the affected area that becomes liquid magma equals the size of this unit. If the whole area covered by the landed unit has turned into liquid magma, that unit is destroyed. If only part of the landing area has turned into liquid magma, that unit receives 1 point of damage in its rear area.

Mud

In Alpha Strike, terrain classified as mud is a landscape where the soil is so unstable and wet that vehicles and 'Mechs may become bogged down in it. All ground units moving through mud may become bogged down (unless they use hover movement or wing-in-ground-effect). See Bogging Down, p. 70.

A spheroid aerospace unit (a small craft or a DropShip) attempting to land in mud automatically turns that area into rough terrain.

Planted Fields

Planted fields do not affect movement. However, they rise 2 inches above the terrain and give rise to a +1 to-hit modifier for every 4 inches of such fields intervening in the LOS between attacker and target. A cumulative length of 12 inches through them blocks line of sight. Attacks against infantry (including battle armour) in planted fields receive an additional +1 to-hit modifier.

The landing of a spheroid aerospace unit (a small craft or a DropShip) automatically turns all planted fields in the landing zone into rough terrain. In addition, all planted fields within 2 inches of the landed units may catch fire from exhaust if a 6 or higher is rolled (see Fire and Smoke, p. 100).

Photo caption on the source page (not transcribed): Calvin Magdaleno carefully avoids the active volcanoes of Rigel Kentaurus.

Rails

In Alpha Strike, rails means all possible types of this kind of transport route, from old railway tracks to the most modern monorails used by the newest magnetically levitated transport. These tracks provide a fixed route for the transport that uses a special rail drive, but for movement purposes the tracks are considered roads (on which most other terrain features affecting the movement cost are ignored). In addition, for all 'Mechs, protomechs and ground vehicles that do not use rail drive, these tracks are rough terrain.

Unless the scenario specifies otherwise, each 2-inch section of such a track may be attacked as a building with CF 5 (see Buildings, pp. 83–86). If a section is destroyed and a rail vehicle proceeds along that track, it will crash at the destroyed section; the first car to collide with the broken section receives damage equal to the movement value of that vehicle, and all the other cars of the train after the first (if any) receive damage equal to half the movement value of that vehicle. All cars surviving this crash become immobile until the end of the scenario.

Sand

Sand does not affect 'Mechs, protomechs or most vehicles, but it affects any infantry (including battle armour) using ground movement, and wheeled vehicles that do not have the special ability "Dune Buggy" (DUN).

In addition to the above, wheeled vehicles without the special ability DUN may become bogged down in sand (see Bogging Down, p. 70).

Photo caption on the source page (not transcribed): the battle armour "Sylph" accompanies a Black Hawk A 'Mech, Galaxy Beta, Clan Snow Raven.

Swamp

All units entering a swamp or passing through it using ground movement (without the effect of hover movement or wing-in-ground-effect) may become bogged down in it (see Bogging Down, p. 70). If a unit becomes bogged down in a swamp, it must roll 2D6. On a result of 12 the area within a 1'' radius of this unit becomes quicksand (see below). Swamp that has become quicksand remains so until the end of the scenario.

Units using aerospace movement type (other than DropShips), VTOL or WiGE movement automatically become bogged down in a swamp if they attempt to land on it. DropShips that land in a swamp make a roll to check whether all the non-swamp terrain beneath them converts into swamp, and a check for bogging down in the swamp, as ground vehicles.

Quicksand. Any unit that enters quicksand, or ends up in an area that has turned into quicksand in the manner described above, automatically becomes bogged down in it (see Bogging Down, p. 70). Any unit beginning its movement in quicksand may attempt to extricate itself, using the rules for freeing from bogging down. If the attempt to extricate itself is unsuccessful, any unit still stuck in such terrain after the start of this turn sinks 2 inches during the end phase of that turn. If a unit sinks into quicksand to a depth greater than its height, it is considered destroyed.

Extremely Rough Terrain

Extremely rough terrain represents a variety of genuinely broken ground, including dense tree plantations and jungles converted into rough terrain.

Tundra

In Alpha Strike, tundra is arctic tundra: a surface with shallow soil, low vegetation and permafrost, which is a hazard for heavy units, especially in combat. To reflect this, all ground units, except those using hover movement and wing-in-ground-effect, may become bogged down in tundra (see Bogging Down, p. 70).

Rubble, Large

This terrain represents destroyed buildings made of very strong military-grade materials, which makes such areas extremely awkward to navigate. Examples of this type of terrain may be the destroyed Castles of Brian and similar fortresses.

Water (Advanced Representation)

In the standard-level rules of Alpha Strike water is represented mainly as calm and relatively shallow. The following additions, corresponding to advanced-level Alpha Strike, allow players to diversify the water surface, using extreme depths and fast currents (rapids).

Table: Movement cost by extended terrain type

Terrain typeCost of movement per 1 inchForbidden movement mode / unit type
Basic movement1''—
Clear¹+0''Naval, rail
Paved / road / bridge²+0''Naval, rail
Woods: light³ ¹⁷+1''Airborne, hover, naval, rail, wheeled⁴
Woods: dense³ ¹⁷+2''Vehicles
Woods: very dense+3''All except infantry
Water: surface only+0''All except hover, naval, WiGE⁵
Water: depth 0''–1''+0''Ground, infantry⁶

Editor's note: the printed table's footnote markers are reproduced as printed; in the printed table some cells list two values separated by a slash (for example heavy industry, rails, sand and swamp), which are transcribed as printed. The "Level change" rows show the printed cost values and the printed unit-type labels for each row. The "+1'' ^7,9" entry for water at depth 11''+ is transcribed as printed.

Footnotes to the table above (as printed on pp. 70–71):

¹ Wheeled support vehicles without the special ability "Off-Road" (ORO) pay +1'' movement.

² All tracked or wheeled units receive an additional 2'' of movement in any turn in which this unit spent all its movement on this terrain.

³ Infantry units reduce the cost of entering this terrain by 1'' (to a minimum of +0'').

⁴ Wheeled units with two-wheel (b) or single-wheel (m) movement modes may move through this terrain.

⁵ Tracked or wheeled vehicles with the special ability "Amphibious" (AMP) may move across the water surface at a cost of +1'' movement.

⁶ Infantry units may move through water of any depth only if they have the special ability UMU.

⁷ This is the movement cost along the bottom of the body of water. No additional cost is charged when underwater movement is used.

⁸ Industrial 'Mechs may enter water 2'' deep or more only if they have the special ability SEAL.

⁹ Non-underwater units at this depth (including units with the special ability UMU) may receive damage. See Water (advanced representation), p. 67.

¹⁰ Infantry, ground vehicles, protomechs and WiGE vehicles may not change level by more than 1'' per 1'' of movement. 'Mechs may not change level by more than 2'' per 1'' of movement, unless they use the advanced movement modes (see p. 62).

¹¹ Infantry units pay no additional cost for entering buildings; protomechs pay only +1'' movement for all buildings.

¹² Units on terrain of this type may become bogged down and/or take damage. See the rules for the specific terrain.

¹³ Only 'Mechs pay 1'' movement on this terrain; all other units on this terrain pay +0'' movement.

¹⁴ Rail units on this terrain must move along the rails and pay +0'' movement. All other units pay +1'' movement.

¹⁵ Only infantry units and wheeled units without the special ability "Dune Buggy" (DUN) pay +1'' movement on this terrain.

¹⁶ Only 'Mechs and protomechs pay +1'' movement on this terrain; all other units on this terrain pay +2'' movement.

¹⁷ BattleMechs with the special ability LG reduce the movement cost by 1'' for each inch on this terrain type.

Note: in the printed table the "Forbidden" column is labelled "Forbidden movement mode / unit type". The unit-type key for this table (Mechs; Protomechs; Infantry; Vehicles; Airborne; Ground; Naval; Hover; Rail; Submarine; Tracked; VTOL; Wheeled; WiGE; Aerospace) is printed on p. 71 and follows the key in the standard Movement Cost table (see p. 33 in the standard section, transcribed above).

Extreme depth. Any body of water of 11 inches' depth or more is considered extreme depth. At such depths any unit that is not a specialised underwater unit (including BattleMechs and other non-underwater units with the special ability UMU) must, at the end of the movement phase in which it entered or remained at such a depth, make a critical hit check. All consequences of critical hits are applied at once, before the combat phase. (If a unit entering or operating at extreme depth does not make a critical hit check because of its type, for example infantry units with the special ability UMU, 1 point of damage is inflicted on that unit instead.)

Rapids. Water of 1'' depth or more may be designated as rapids. At the start of the scenario the direction of the water flow in these rapids must be determined. During play, any units moving through rapids or operating on such a surface (except vehicles using hover movement or wing-in-ground-effect) must, at the end of any movement phase in which these units are still in the rapids or on its surface, make a 2D6 roll. If the result is less than the skill rating of that unit +2, the unit is moved 2 inches in the direction of the current in the rapids.

Woods (Advanced Representation)

In standard Alpha Strike there is only one "type" of woods terrain. In advanced play woods are divided into 3 types by their density: light, dense and very dense. In addition, advanced woods give rise to terrain modifiers for every 2 full inches of intervening or surrounding woods, rather than merely for the fact of their presence. For example, intervening light woods 6 inches in extent give rise to a +3 to-hit modifier for weapon attacks.

Table: To-hit modifiers for extended terrain types

TerrainModifier
Submerged*+1
Woods (per 2''): light+1
— dense+2
— very dense+3
Buildings**—
Heavy industry+1
Jungle (per 2''): light+1
— dense+2
— very dense+3
Planted fields—
Target bogged down++1

Target movement modifiers (as printed, with the bogged-down target row): a bogged-down target is treated as having a target movement modifier of +0 (see footnote ++ below).

* Only if the attacker is also underwater (or on the water surface and has the special ability TOR); all underwater ranges are halved.

** Buildings block line of sight, giving either partial or full cover as a hill of the corresponding size.

+ If the target is infantry, an additional to-hit modifier of +1 applies.

++ Treat a bogged-down target as having a target movement modifier of +0.

Light woods works in exactly the same way as woods in standard Alpha Strike; it rises 2 inches above the terrain beneath it. A cumulative length of 6 inches of light woods blocks line of sight.

Dense woods. Like light woods, dense woods rise 2 inches above the terrain beneath it. Dense woods are harder to see through, and movement in them costs more. A cumulative length of 4 inches of dense woods blocks line of sight.

Very dense woods. Rises 3 inches above the terrain beneath it. Is harder to see through than any other type of woods and is very awkward for movement. A cumulative length of only 2 inches of very dense woods blocks line of sight.

Bogging Down

Some terrain conditions may cause a unit to become stuck, as described under those conditions.

Whenever a unit begins its movement in terrain that may cause it to become stuck, or enters such terrain and for every full 2'' moved through such terrain, the player must roll 2D6 against a target number equal to the skill rating of that unit. If the roll fails, this unit immediately ends its movement phase and becomes bogged down at the point it was passing immediately before this roll.

To free itself from bogging down, a new bogging-down check must be made at the start of the next movement phase of this unit. If the roll fails, this unit remains bogged down for that turn, and attacks against it do not apply target movement modifiers. Otherwise the unit is freed and may move as normal.

Units using jump movement may become bogged down on landing, but are automatically freed if, in the next turn, they use jump movement to leave this terrain. Any unit using hover or wing-in-ground-effect movement, and any VTOL or aerospace unit not landing on terrain where ground units may become bogged down, automatically ignore these rules.

To avoid becoming bogged down in tundra, magma with a crust, deep snow and mud, apply a +1 modifier to the target number.

Aerospace Units on the Ground Map

Under the abstract aerospace system, which is designed to work with the ordinary rules of Alpha Strike, aerospace units during a scenario are either on the ground (landed) or in the air. The rules below reveal additional possibilities for using aerospace units on the ground map, including take-off and landing operations. Unless stated otherwise, these rules apply to all units which expend thrust when moving; this includes not only aerospace units but also airships and fixed-wing support vehicles.

Unless the scenario rules state otherwise, aerospace units may begin any scenario either on the ground or in flight.

Aerodyne Units

On the ground, aerodyne aerospace units (including conventional and aerospace fighters, aerodyne small craft and fixed-wing support vehicles) may "taxi", moving like a wheeled vehicle with a movement value equal to its thrust value, in inches. An aerospace unit may not take off in the turn in which it spent ground inches of movement.

Aerodyne take-off. To take off from the ground, all aerodyne aerospace units require a long runway of clear or paved terrain without height changes and at least 2 points of current thrust. This runway must be at least 14 inches long (or 8 inches if the unit has the special ability VSTOL). The width of this runway depends on the size of the aerospace unit: units of normal size (for example fighters) require only 1 inch of width, larger ones (for example those with the special ability LG) 2 inches, and very large units (with the special ability VLG) 4 inches.

In the rules given here, the unit must begin its turn at one end of this runway of minimum required length, facing the opposite direction. The unit then spends its whole movement phase on take-off. This action requires no roll, and any units — friendly or otherwise — occupying this runway are ignored (for simplicity these rules assume that all units on the take-off path of a given unit are outside the take-off trajectory).

At the end of the movement phase, the aerodyne unit that took off is removed from the ground map and placed in the central zone of the radar map (see Abstract aerospace movement, p. 54). Regardless of the thrust value of this unit, take-off takes all of its movement, and therefore thrust may not be spent on anything else in that same turn.

Aerodyne landing. To land, aerodyne aerospace units require a minimum of 10 inches of ground (4 inches if the unit has the special ability VSTOL); the width is the same as the take-off requirements. In an emergency these units may try to land on any terrain, but this will cause damage, as described under Landing damage, below.

To attempt a landing, an aerodyne aerospace unit must begin its turn in the central zone of the radar map and choose a flight path that coincides with the planned landing strip. The unit is then removed from the radar map and ends its movement on the ground map at the end of its landing path — or, if there is an intervening terrain feature along the chosen path, is placed in base contact with that intervening terrain feature.

To complete the landing, the player must make a successful control roll and resolve any landing damage as described below (see Landing rolls, p. 72). Again, for simplicity, any ground units in the landing area are ignored.

Spheroid Units and Airships

Such units cannot "taxi" and cannot move while on the ground. Unlike aerodyne units, such units may take off and land only vertically, and therefore they need only as flat a landing zone as is sufficient to place the miniature's base.

Take-off of spheroid units and airships. As long as it has any thrust at all, an airship on the ground may take off at the start of any movement phase. Spheroid aerospace units on the ground require a minimum of 2 points of thrust and may likewise take off at the start of any movement phase. Under these rules no roll is required for the take-off of spheroid units and airships.

At the end of this movement phase the aerospace unit that took off is removed from the ground map and placed in the central zone of the radar map (see Abstract aerospace movement, p. 54). Regardless of the thrust value of this unit, take-off takes all of its movement, and therefore thrust may not be spent on anything else in that same turn.

Landing of spheroid units and airships. To land, airships and spheroid aerospace units must begin their turn in the central zone of the radar map. The player then names a point on the ground map that will serve as the landing place of such a unit. As with aerodyne units, it is assumed that all intervening units automatically avoid the landing actions of such units; however, as stated below, any terrain or structure features in the landing zone may take damage.

DropShips and airships require a landing zone that is either clear or paved, at one level, and roomy enough to hold the unit's miniature. All other spheroid aerospace units may land on almost any terrain at one level, including clear, paved, woods, jungle or even buildings. However, landing on terrain other than paved will damage that terrain and may also damage the unit itself.

Landing airships do not damage the terrain where they land, but spheroid aerospace units damage any landing terrain that is not paved. If the landing area for a spheroid aerospace unit contains any type of woods, jungle or buildings, these terrain features are automatically destroyed. Woods and jungle destroyed in this way automatically become rough terrain; buildings in the landing area of a spheroid unit become rubble. In addition, the elevation of any unpaved surface covered by a landing spheroid unit — to a minimum diameter of 4 inches centred on the centre of this unit — is reduced by 1 level.

Landing Rolls

An aerospace unit attempting to land must make a successful control roll. The target number for this control roll equals the unit's skill rating, plus any relevant modifiers, as shown in the table "Modifiers for landing roll". If the roll succeeds, but the landing zone includes an obstacle in the form of a terrain feature, this unit receives landing damage. If the landing roll fails, this unit crashes.

Table: Modifiers for landing roll

ConditionModifier
Atmospheric operation+2
Manoeuvring engine damaged+4
No thrust, or reactor shut down+6
Unsuitable landing zone*+2
Landing zone paved−2

* This condition applies if the landing zone includes any change in height, includes any structures or terrain other than clear or paved, or is too short or too small for the needs of this unit.

Landing damage. An aerospace unit landing on unsuitable terrain receives damage on landing. For aerodyne units, fixed-wing support vehicles and airships this means any terrain other than clear or paved lying in the chosen landing strip or landing point, including changes in height. For spheroid aerospace units this means only changes in height within the landing zone.

When such obstacles are encountered, the movement of the landing unit ends immediately, and its miniature is placed in contact with that terrain or structure. The unit then applies damage equal to its own weight class / size. Spheroid units inflict this damage to their rear; all other units inflict it to their nose. Critical hit rolls from landing damage (if any) are made as normal. A unit destroyed by landing damage is considered as if it had crashed (see below).

Crash. Aerospace units destroyed in the air fall onto the battlefield as harmless debris, while aerospace units whose engine stalls in flight may crash. Under these rules any aerospace unit that crashes is automatically destroyed, together with all its cargo, including any units it carries.

If the crashed aerospace unit is a DropShip that was attempting to land, its crash covers an area 4 inches in diameter (centred on the declared landing zone), strewing this terrain with extremely large rubble (see Extended terrain, p. 67). If the fire and smoke rules are used, the crash area also catches fire on a 2D6 roll of 6 or higher (see Fire and Smoke, pp. 100–101).

Transport of Aerospace Units

When aerospace units are carried by other units, their take-off and landing operations are called launch and recovery respectively. Units with the special ability "Aerospace Transport" (AT#) or "Small Craft Transport" (ST#) are units capable only of launching and recovering aerospace units and transporting them in the air. For transport purposes fixed-wing support vehicles are considered ground transport units, and therefore require appropriate special abilities instead (VTM#, VTH#, VTS#); they cannot be launched or recovered by a transporting unit unless that transporting unit has the special ability "Flight Deck" (FD) or "Helipad" (HP). Airborne support vehicles may be transported as vehicles, but may be launched or recovered only on a flight deck.

Aerospace units may be launched from landed transports, but may not be recovered unless the transport has a flight deck or a helipad. In any case they may be loaded and unloaded as cargo. Fixed-wing support vehicles and VTOLs must use flight decks and helipads for all launches and recoveries.

The rules for launch and recovery of an aerospace unit are the same as for take-off and landing (respectively), but the need for dedicated runways is replaced by launch catapults and an arresting mechanism, so that the modifiers to landing rolls for an unsuitable landing zone are cancelled. There are other changes to the take-off and landing rules for launch and recovery:

Launch and recovery in the air of aerospace units/small craft. Aerospace units launched from airborne transports must end their launch movement in the same zone of the radar map as the transporting unit from which they were launched. Aerospace units may not be recovered on board an airborne transport until they are in the same zone of the radar map and no aerospace unit is involved in a battle. The maximum number of aerospace units that may be launched from an aerospace transport in 1 turn equals the number of doors (D#) in the corresponding aerospace transport bay.

Launch and recovery from a flight deck/helipad. An aerospace unit of any weight class (and of size up to class 3) may be launched or recovered on a flight deck or helipad. Only one aerospace unit may be launched (or recovered) from a flight deck or helipad at a time, and only one unit may be launched or recovered each turn.

Partial Cover

On the ground, aerospace units of the DropShip type may provide 'Mechs with partial cover, as if they were a building (see Partial cover, p. 34). If a 'Mech receiving partial cover from a landed DropShip is missed with a MoF of 2, the damage from this attack is received by that DropShip.

Artillery

In Alpha Strike most types of artillery are area-of-effect weapons which, on the battlefield, have only points of impact (POI) and which inflict damage on all units within the blast radius. Units with an artillery ability (marked as having the special ability ART) may carry out an additional artillery attack in the same turn in which they also made a physical or weapon attack. Artillery attacks are carried out and resolved in the combat phase.

The use of artillery in advanced-level Alpha Strike is described by the following rules.

Artillery on the map and off the map. Compared with most weapon attacks, artillery attacks on the ground map have an enormous range — much greater than can be provided on a single game map. For this reason artillery attacks may be made by units not on the ground map against targets on the map, and vice versa.

When a unit with artillery weapons is deployed on the ground map, all its artillery attacks against other units on this same map and within 34 inches of the attacking weapon are described as artillery attacks on the map. Such attacks inflict damage in the same turn in which the attack was made, and follow the rules for artillery on the map.

The term "off-map artillery attacks" describes any artillery attack made by a unit more than 34 inches from the target, or when the attacking artillery unit or its target is outside the edge of the ground map. At such distances artillery attacks need time for the salvo to fly; damage is inflicted 1 or more turns after the shot, and they follow the rules for off-map artillery.

Table: Artillery range and damage

ArtillerySpecial abilityMax. rangeDamageArea of effect (AoE)
Arrow-IV (IS)*ART-AIS272''3 (2)2'' (NA)
Arrow-IV (Clan)ART-AC306''3 (2)2'' (NA)
ThumperART-T714''22''
SniperART-S612''32''
Long Tom*ART-LT1020''5/26''

* Prototype versions of this artillery are similar to the original versions in all respects.

** Infantry units with such artillery weapons may not carry out any other attacks in the same combat phase in which they made an artillery attack.

Editor's note: the table is transcribed as printed. The printed "(NA)" in the Arrow-IV rows and the bracketed damage values are reproduced exactly; the printed column headings are "Artillery / Special ability / Max. range / Damage / Area of effect (AoE)". The three "Artillery cannons" rows are the printed sub-heading group.

Resolving Artillery Attacks

The sequence for resolving artillery attacks is as follows:

  • Step 1: Choose the target
  • Step 2: Determine the range and the salvo flight time
  • Step 3: Determine the target number
  • Step 4: To-hit roll
  • Step 5: Determine and apply all damage
  • Step 6: Critical hit roll (if any)

Step 1: Choose the target. Unless the artillery weapon attempts to fire directly, uses homing ammunition, or is an artillery cannon, declaring an artillery attack requires the player only to choose one point of impact (POI) within the range of the artillery weapon in question (see the Artillery range and damage table, p. 73).

Artillery attacks may have specific targets only if the attacker uses homing ammunition, if the attack is made with artillery cannons, or if the attacker is attempting direct fire with artillery on the map. Direct-fire artillery attacks may be carried out only by artillery on the map.

Step 2: Determine the range and the salvo flight time. If the artillery unit firing and its target are on the map, measure the distance between them as usual.

Artillery units located off the edge of the map must first determine from which edge of the map the attack comes, and then how far from the edge of the map they are (in inches). Add this number to the smallest number in the figure showing the distance between the identified edge of the map and the target point of the attack (or target unit) on that map (if the target is off the map rather than the attacker, the same method applies).

Salvo flight time. Damage from any artillery attack on the map is inflicted in the same turn in which that attack was made. For any artillery attack at a range greater than 34 inches, consult the table "Off-map artillery salvo flight time" to determine the number of turns that will pass from the attack to its impact on the target.

Table: Off-map artillery salvo flight time

DistanceFlight time (turns)
34''0
90''1*
170''2*
240''3*
300''4*
340''5*

* Cruise missiles (ART-CM#) calculate their flight as 1 + (distance ÷ 170'') turns.

Coordinates. If the salvo of an artillery attack requires 1 turn or more to fly, the attacker must record the turn in which the artillery strike will land, together with the X and Y coordinates of the target. The recommended coordinate system for Alpha Strike is discussed later in this chapter (see Coordinates, p. 89). Recording these data helps the attacker remember the turn of arrival of the salvo, and ensures accuracy in case of any disputes between players about where and when a given salvo will land.

If the target of an artillery attack is a unit rather than a specific POI, or the target is itself off the map, the attacker must note this target and/or the calculated distance in inches, rather than coordinates.

Step 3: Determine the target number. As with ordinary weapon attacks, the base to-hit number for artillery attacks equals the skill rating of the attacking unit. However, unless the attack is aimed at a specific unit, none of the ordinary weapon attack modifiers for range, target movement, terrain features and other circumstances apply. Instead, the attacker must apply the to-hit modifiers given in the table "Artillery to-hit modifiers" (see p. 77).

An artillery unit acts as spotter for only one artillery attack at a time. Artillery attacks do not gain an advantage from more than one artillery spotter.

As with weapon attacks, all these modifiers are cumulative, that is, they are added to the base to-hit number of that unit when determining the final target number. The modifiers and any exceptions are explained further below:

Direct fire. If, under all the applicable rules of Alpha Strike, artillery on the map has a valid line of sight to the target, the attacker may attempt to strike the target or POI with direct fire. Direct-fire attacks are made without spotters and apply the artillery direct-fire modifier, as shown in the table "Artillery to-hit modifiers". In addition, artillery on the map firing direct fire must also apply all the modifiers of an ordinary weapon attack for intervening terrain and — if the target is a unit — for the type of target and its movement modifiers. Target movement modifiers for immobile targets never apply to direct-fire artillery attacks: when resolving direct-fire artillery attacks against immobile targets the target movement modifier used is +0.

If the attacker strikes directly with an artillery cannon (special ability ART-TC, ART-SC or ART-LTC), the ordinary range modifiers are also added to the to-hit number of that attack (for all other artillery attacks it is considered that they are fired directly on the map at short range).

Indirect fire. This firing is the ordinary method for artillery weapons. All off-map artillery attacks, and all on-map artillery attacks not using the rules for direct fire described above, must apply the artillery indirect-fire modifier. Artillery firing indirectly may use spotters, but does not require them to make an attack (unlike indirect fire with RDD attacks). Artillery attacks made by indirect fire may not be aimed at a specific unit if the weapon is an artillery cannon (special ability ART-TC, ART-SC or ART-LTC). Indirect artillery attacks do not apply range or terrain modifiers.

Artillery spotters. If a friendly unit has a line of sight to the target POI, it may provide spotter modifiers as shown in the table "Artillery to-hit modifiers". Until an artillery attack is made constantly against the same POI (and does not require adjustment of aim), artillery spotting modifiers apply only when spotting takes place in the same turn as the artillery attack, not its impact. Artillery spotting happens automatically for as long as the spotting friendly unit has a line of sight to the POI chosen for the artillery attack, and does not require any roll.

Artillery spotting modifiers may apply only to artillery attacks against points of impact (POI), not when the target is another unit.

Table: Artillery to-hit modifiers

SituationTo-hit modifier
Artillery fires direct+4
Artillery fires indirect+7
Each successful shot at the same POI*−1
A friendly unit acts as spotter in the attack−1
The spotter has LPRB, PRB or BH−2
The spotter has RCN**−1
The spotter attacks in the turn in which it spots+1

* Applies only if the spotter has a line of sight to the target POI in the turn in which the attack is resolved.

** This modifier does not apply if the spotter has LPRB, PRB or BH.

Editor's note: the printed table gives "Artillery fires direct" as +4 and "Artillery fires indirect" as +7, matching the order of the printed situations; the situations are transcribed in that order. The abbreviation "BH" is transcribed as printed ("ВН").

Subsequent attacks on the same point of impact. Once an artillery attack successfully hits the chosen POI, its coordinates become "captured", and the artillery weapon may continue to attack the same POI, until the target changes, without the need for a to-hit roll. If the target is a unit, artillery attacks do not "capture" the target.

Pre-designated points of impact. If the scenario allows, players with artillery units may begin a game of Alpha Strike with a number of pre-designated points of impact on which their artillery automatically hits (as if they had been successfully "captured", as described above). The number of such POI may be set out in the scenario rules, by agreement between the players, or even used in accordance with the optional battlefield reconnaissance rule given later in this chapter (see p. 82). Pre-designated POI must be marked on the map during set-up.

Homing ammunition. Artillery homing ammunition (including the "Arrow-IV" homing missiles and "Copperhead" artillery munitions) is designed specifically to inflict damage on an individual unit, rather than over an area. If the variant munitions rules are not used (see pp. 76–82), homing ammunition may be used only by Arrow-IV artillery systems.

As with ordinary artillery, homing ammunition is fired at target POI, and its flight time is determined by the calculation up to this fixed point. In the turn in which the homing missile arrives, one target unit within 34'' of the homing missile's POI must be successfully "illuminated" by a unit with a target designation system (with the special ability TAG or LTAG). To illuminate a target, such a unit must make a roll for a special attack, using all the relevant rules for an ordinary weapon attack within the range of this unit's TAG (LTAG works only at short range, and TAG works at short and medium range). As with artillery attacks, illumination attacks may be made together with any other weapon or physical attacks that this unit attempts in the same turn. The target of an illumination attack need not be the same target as used for a weapon or physical attack of the same unit.

If an illumination attack fails, another friendly unit with TAG or LTAG equipment, located within the same 34'' of the arriving homing missile, may attempt to designate the target. If by the time of arrival of the homing missile all attempts to illuminate the target have failed, this missile automatically misses.

If in the same turn multiple successful attempts to illuminate targets were made against several targets, the attacker may choose which of those targets the arriving homing missile will strike. Conversely, if several homing missiles arrive in the same turn, each such missile may choose its own target from among those that were successfully illuminated by friendly units. This approach applies even if the number of arriving missiles is greater than the number of illuminated targets, so that it is possible for several homing missiles to strike the same target.

A successful target designation does not guarantee a hit by the homing missile; for each unit successfully designated and illuminated for an arriving homing missile, the attacker makes a separate 2D6 to-hit roll. However, unlike any other artillery attack, the target number for this roll is 4, and under these rules it is not modified for any conditions. On success the target is struck by the homing missile; on a result of 3 or less the missile misses and explodes safely without deviation.

Step 4: To-hit roll. To resolve an artillery attack the player rolls 2D6 for each salvo in the arrival turn (not the firing turn) and compares the result with the modified to-hit number calculated in the previous step. If the result of the roll equals or exceeds the modified to-hit number, the attack succeeds. Otherwise the artillery attack misses and deviates accordingly.

Artillery deviation. If the to-hit roll for an artillery attack fails, the salvo that missed deviates as in an unsuccessful dive-bombing attack, with a new point of impact determined at random. Using the area-of-effect template, where "1" indicates the "north" direction of the map, the attacker rolls 1D6 and uses the numbers in brackets to determine one of the 6 possible directions into which the unsuccessful artillery attack could deviate. Once the direction has been determined, the result of a second 1D6 roll, multiplied by 2 (by 1 for unsuccessful salvos of artillery cannons), shows by how many inches the unsuccessful salvo deviated from the specified point of impact. The missed salvo strikes at this new location, inflicting damage on all targets within the area of effect of that weapon. Artillery units may not "capture" this deviated location.

Homing missiles. As stated above, such missiles may strike only the target that was successfully illuminated by a friendly unit in the turn of arrival of such missiles. The to-hit number for such missiles is 4, and no additional modifiers apply. On success the target is struck by the missile. Otherwise the homing missile explodes safely far from any permissible targets and does not deviate.

Step 5: Determine and apply damage. The attack damages all units within its stated area of effect. If the damage value in the table "Artillery range and damage" has a fraction value (/), the weapon inflicts the damage given to the left of the fraction on everything within the area covered by the 2'' AoE template centred on the point of impact; the damage to the right of the fraction is inflicted on all targets outside the 2'' AoE template but within the 6'' AoE template centred on the point of impact. The damage given for a radius is inflicted on all units — friendly or hostile — whose bases lie at least partly within the area of effect. If the location of a target is covered by two damage values from the same artillery attack, the value for the outer radius is used.

The damage values and radii for each type of artillery weapon are given in the table "Artillery range and damage". Damage values and radii given in brackets refer to homing missiles, which in Alpha Strike inflict their damage only on the target unit and have no area of effect.

Variant Munitions

In most Alpha Strike scenarios all units are considered to be equipped with default (ordinary) munitions. Players who are interested in variety may use several types of munitions which units with the appropriate special abilities may carry. Many variant munitions have damage modifiers, as shown in the table for them. The special consequences of these munitions are described in the relevant sections below.

The agreement to use variant munitions must be made by the players at the game set-up stage, by recording for their units which type of munitions they carry.

During play, an attacker intending to use these special munitions need only declare that the attack will use a variant munition (and which one). The player then makes the weapon attack rolls as normal, using the base range values and the munitions for the special ability used for the variant munitions of that unit. If the attack succeeds, the normal damage values of that ability are changed, and the other special consequences apply according to the rules for the type of special munitions used.

Note that an attack using special munitions replaces the ordinary damage values with those given for those munitions. Unless stated otherwise, the use of variant munitions does not give the attacking unit any additional advantages; it simply changes an ordinary attack into an attack using special munitions.

To avoid confusion, each unit able to use special munitions may choose only one non-standard type of munitions for one special weapon attack.

Under these rules infantry units (including battle armour) may not use special munitions. Aerospace units capable of carrying bombs may use variant bomb munitions/aerospace missiles, but may not use the other variant munitions discussed below.

Variant Artillery Munitions

Alpha Strike has many types of artillery munitions, but not all of them suit all types of artillery weapon, and not all are available for artillery cannons (ART-TC, ART-SC or ART-LTC). The special abilities required to carry such variant munitions are given in the rules below.

Air-Defense Arrow-IV. Such a missile requires the special ability ART-AC or ART-AIS.

These missiles may be used to carry out direct-fire ground-to-air attacks against any airborne units in the central zone or the inner circle of the radar map. Unlike ordinary artillery attacks, air-defence missiles may not be used in the same turn in which the firing unit makes an ordinary weapon or physical attack. Resolve all damage from a successful attack with such a weapon during the combat phase in which the weapon was fired.

Instead of the artillery attack rules, air-defence "Arrows" are resolved as ordinary weapon attacks of the ground-to-air type (see Ground-to-air combat, p. 60). For targets in the central zone taking part in air-to-ground battles, treat such an "Arrow" as attacking at short range. If the target is in the central zone but is not attempting to land or taking part in air-to-ground battles, the air-defence attack is made at medium range. If the target is in the inner circle, the attack is made using long range. Apply an additional modifier of −2, which expresses the enhanced homing abilities of Arrow missiles.

Air-defence Arrow-IV missiles may not be used against either ground units (including aerospace units on the ground) or airborne units outside the inner circle of the radar map. On a miss, air-defence Arrow-IV missiles do not deviate.

The damage value for air-defence Arrow-IV missiles is 2 points. These missiles have no area of effect.

Cluster munitions. Cluster artillery munitions are available to units with the special abilities ART-AIS, ART-AC, ART-LT, ART-S and ART-T.

Attacks using cluster munitions are resolved under the rules for ordinary artillery, but increase the radius of their area of effect, compared with ordinary salvos from the same type of artillery, to a 6'' AoE template, or an additional 2'' beyond the edge of the 6'' AoE template if the ordinary salvo already uses the 6'' AoE template. Misses with such munitions deviate under the ordinary artillery rules.

The damage from cluster artillery is based on the ordinary artillery damage of that weapon, but reduced by 1 point. This modified damage applies to all targets within the original AoE template. For targets outside the original template, but within the extended AoE template, cluster artillery inflicts half of its modified damage (rounding fractions down). Thus a cluster shot from an ART-LT weapon, which normally inflicts 5 points of damage at the point of impact, is reduced to 4 points of damage for all targets within the 6'' AoE template and 2 points of damage for all targets within the additional 2'' beyond the edge of the 6'' AoE template.

Copperhead. Such munitions are available to units with the special abilities ART-LT, ART-S and ART-T only.

Attacks using Copperhead are resolved under the rules for homing artillery salvos, and therefore have no area of effect in Alpha Strike. On a miss such munitions do not deviate.

The damage from a Copperhead hit depends on the type of artillery weapon of the attacker. For attacks with the special ability ART-LT the damage equals 3 points; for attacks with the special ability ART-S the damage equals 2 points; for attacks with the special ability ART-T the damage equals 1 point per hit.

Flechette munitions. Such munitions are available to units with the special abilities ART-LT, ART-S and ART-T.

Attacks using such munitions are resolved under the rules for ordinary artillery and inflict damage with the same area of effect as ordinary salvos from the same type of artillery weapon (a 6'' template for the special ability ART-LT; a 2'' template for the special abilities ART-S and ART-T). Misses with such munitions deviate under the ordinary artillery rules.

Flechette munitions double the normal damage values of this artillery weapon when used against infantry units and against jungle or woods. Flechette munitions inflict no damage at all on all other unit types.

Illumination munitions. Such munitions are available to units with the special abilities ART-AIS, ART-AC, ART-LT, ART-S and ART-T.

Attacks using such munitions are resolved under the rules for ordinary artillery. The area of effect for such munitions with the special abilities ART-S or ART-T equals a 6'' template; the area of effect for such munitions with the special abilities ART-AIS, ART-AC and ART-LT equals 6'' plus the area of a 2'' extension of the ordinary 6'' AoE template. Misses with such munitions deviate under the ordinary artillery rules.

Illumination munitions inflict no damage; they only light up the area of effect, removing all darkness modifiers from units within the area of effect or between them (see Darkness, p. 92). The glow from such munitions lasts 10 turns, disappearing in the end phase of the 10th turn.

Inferno-IV. Such munitions are available to units with the special abilities ART-AIS or ART-AC only.

Attacks using such munitions are resolved under the rules for ordinary artillery. As with ordinary Arrow missiles, the area of effect for such munitions equals a 2'' AoE template centred on the point of impact. Misses with such munitions deviate under the ordinary artillery rules.

Instead of damage, such munitions automatically set fire to all terrain within the area of effect (except for rapids in water). Units, terrain and buildings within this area are subject to the consequences of fire, as set out in the rules for fire (see Fire and Smoke, pp. 100–101). Fire caused by such munitions follows all the ordinary rules for fire, including smoke, the spread of fire and so on. Consider all units in the area of effect of such munitions to have entered fire in this turn.

Smoke munitions. Such munitions are available to units with the special abilities ART-AIS, ART-AC, ART-LT, ART-S and ART-T.

Attacks using such munitions are resolved under the rules for ordinary artillery. Regardless of the weapon used, the area of effect for such munitions equals a 4'' AoE template centred on the point of impact. Misses with such munitions deviate under the ordinary artillery rules.

Instead of damage, such munitions fill the area of effect with smoke. Treat this smoke as heavy for the area covered by the 2'' AoE template centred on the point of impact, and as light for the area outside the 2'' AoE template but within the 6'' AoE template. For line of sight, the smoke rises 2'' above the terrain beneath it. Once on the map, smoke follows all relevant rules for drift and deviation (see Fire and Smoke, pp. 100–101).

"Thunder" (Thunder). Such munitions are available to units with the special abilities ART-AIS or ART-AC only.

Attacks using such munitions are resolved under the rules for ordinary artillery. As with ordinary Arrow missiles, the area of effect for such munitions equals a 2'' AoE template centred on the point of impact. Misses with such munitions deviate under the ordinary artillery rules.

Instead of damage, such munitions form a traditional minefield in the target area. The density value of this minefield is 2, and it follows all the rules for minefields (see pp. 102–103). Units that were in the area of effect of a Thunder missile do not need to make a mine check, because they see where the mines fell and leave these places, but they will have to make such a check if they subsequently re-enter such an area.

"Active Thunder" (Thunder-Active). Such munitions are available to units with the special abilities ART-AIS or ART-AC only.

Attacks using such munitions follow the above rules for "Thunder" artillery munitions, except that the minefields laid are of active, rather than traditional, mines.

Variant Autocannon Munitions

Alpha Strike has many types of autocannon munitions. All these variant munitions require the unit to have the special ability AC. Detailed rules for these munitions follow. The table "Variant munitions" also summarises the attack and damage modifiers.

Armor-piercing (AP). Such munitions give the attack a +1 to-hit modifier, whether used through the special ability AC or as part of an ordinary weapon attack of this unit.

When the player successfully attacks with armour-piercing munitions, reduce the damage value for AC attacks by 1, to a minimum of 1 point of damage. The attacker then rolls 2D6. On a result of 10 or more the attacker makes another roll on the critical hit table against the target, even if the target still has armour. This possibility arises regardless of the type of attack — an ordinary weapon attack or an attack using only the special ability AC.

If the target is an aerospace or infantry unit (including battle armour), armour-piercing munitions are treated as ordinary autocannon fire, without any loss of damage or additional chance of a critical hit.

Flak. Such munitions are effective only against airborne units, including aerospace units, airships, VTOLs and WiGE vehicles. When targeting such units, the unit's autocannon may make an attack using the rules for the special ability "Flak" (FLK), with the same damage values as the special ability AC. Therefore if the attack misses by 2 points or fewer, the flak munitions still hit the target.

For example, if a unit using flak munitions has ordinary damage values of 4/4/1 and the special ability AC 2/2/0, it may attack airborne units with an ordinary weapon attack and — thanks to the flak munitions — will still inflict 2/2/0 damage on the target with a shot that misses by 2 or less points.

Flechette munitions. When the attacker uses such munitions in an attack against any conventional (non-battle-armour) infantry, or woods/jungle, it adds the corresponding damage values of its special ability AC for the range against such targets. Against all other targets the attacker must subtract half (rounding fractions down) of the AC special-ability damage values from the ordinary attack values of this unit.

If a unit with flechette munitions attempts to use only the special ability AC, ignore all the above rules and inflict double the AC special-ability damage on conventional infantry and on woods/jungle; against all other targets this damage is halved (rounding fractions down, to a minimum of 0).

Precision munitions. When the attacker uses such munitions in an ordinary weapon attack, no to-hit modifier applies to the attack; however, on a successful weapon attack 1 additional point of damage is added if the target's movement value is 10 inches or more.

If a unit with such munitions attempts to use only the special ability AC, it applies a to-hit modifier of −2 to the attack, and does not receive the above damage bonus.

Tracer munitions. A unit with tracer munitions removes all to-hit modifiers for twilight or dawn conditions and reduces all other darkness modifiers by 1 point. This consequence arises regardless of the type of attack — an ordinary weapon attack or one using only the special ability AC.

Variant Bomb Munitions (Bombs / Aerospace Missiles)

The ordinary rules of Alpha Strike have already covered the use of ordinary (high-explosive) bombs, cluster bombs and inferno bombs. The following additional types of bomb may be carried by any aerospace unit, VTOL or WiGE vehicle with the special ability BOMB, and may be deployed as indicated.

Normally an aerospace unit carries as many bombs as stated in its special ability BOMB#. Unless stated otherwise, each of the bombs described below occupies 1 bomb "slot" and is expended regardless of whether the attack succeeds.

Arrow-IV missiles. As a special exception to the above, Arrow-IV missiles — ordinary, homing and air-to-air — reduce the total number of bomb slots on an airborne unit by 1. Additional Arrow-IV missiles and all other types of bomb (including illumination Arrow-IV air-to-air missiles) occupy 1 slot each. Thus an aerospace unit with the special ability BOMB8 may carry up to 7 Arrow-IV missiles, or 1 Arrow-IV missile and 6 bombs of other types, or 8 bombs of a type other than Arrow-IV.

Arrow-IV air-to-air. This is a special weapon that enhances the air-to-air attacks of this unit, and in general does not behave like a bomb. Instead of carrying out a bombing attack, an airborne unit may use this weapon in air-to-air battles as an additional weapon attack. Such an attack may be attempted against targets at medium range or closer, and is resolved as an ordinary air-to-air attack (see pp. 58–60). A successful hit with such a missile inflicts 2 points of damage on the target.

Such missiles may not be used against ground targets.

Arrow-IV (homing or ordinary). An ordinary Arrow-IV is an air-to-ground weapon, and may not be used against airborne units. Unlike ordinary bombs, homing or ordinary Arrow-IV is resolved using the rules for the corresponding artillery attacks, where non-homing missiles count as ordinary artillery attacks and homing ones as homing salvos (see Artillery, pp. 73–76).

If the attack was begun when the unit was airborne and then moved to the ground map, such an attack is resolved using the rules for artillery on the map. If the attack was begun from the central zone or the inner circle without placing the airborne unit on the ground map, such an attack is resolved using the rules for off-map artillery. The flight time for an airborne attack with an Arrow fired off the map equals 2 turns after the shot from the central zone, or 3 turns if the attack was made from the inner circle. Beyond the inner circle such bombs may not be used to attack ground units.

Inferno (advanced rules). Inferno bombs may not be used against airborne units.

In addition to inflicting heat, as described in the ordinary rules, such bombs under the advanced rules also set fire to the whole area of effect (except rapids in water). This fire burns for 10 turns, following the rules set out later in this chapter (see Fire and Smoke, pp. 100–101).

Laser-guided. Laser-guided bombs are identical in play and damage to ordinary high-explosive bombs, but if a friendly unit successfully illuminates the target area of such a bomb with a TAG system in the same turn in which the bombing attack was made, that bombing run receives an additional to-hit modifier of −2.

Light Arrow-IV air-to-air. The light version of the air-to-air Arrow-IV has the same attack range and follows all the rules for the ordinary air-to-air Arrow-IV (see p. 78), except that a successful attack with a light Arrow-IV inflicts only 1 point of damage on the target. Further, unlike all other Arrow-IV missiles, its light version does not reduce the maximum number of bomb slots that an aerospace unit may carry.

Rocket launcher. This special weapon container, designed for a single shot, strengthens air-to-ground attacks but does not behave at all like a bomb. Instead of carrying out a bombing attack, an airborne unit may use the rocket launcher to strengthen its air-to-ground attacks. A successful attack against a ground target inflicts an additional 1 point of damage for each rocket launcher used in such an attack.

If this weapon is used separately, all launchers assigned to the attack must be combined and resolved as a single attack on ground targets, with damage for a successful attack of 1 point for each launcher.

This weapon may not be used against airborne targets or as part of a strafing attack.

TAG (target acquisition system). A TAG may be carried as a special bomb container, allowing an airborne unit to designate targets in the way ground units do. Therefore a TAG does not use the rules for bombs, but requires the unit to carry out a separate air-to-ground attack against a target of its choice along its flight path over the ground map. The rules for resolving TAG attacks are the same as those for air-to-ground attacks (see pp. 55–58). Such TAG actions may be combined with other air-to-ground attacks — strafing or strikes on ground targets — or may be resolved against targets outside the zones of such attacks, provided the target still lies on the flight path of the attacking unit. A TAG used by airborne units may not be used to designate other airborne units.

Unlike the other types of bomb mentioned in these rules, TAG "bombs" may be used repeatedly, and they are not expended when the unit has been attacked.

"Thunder". Thunder bombs are deployed in exactly the same way as ordinary high-explosive bombs, and deviate under the same rules as those applied to unsuccessful bombing attacks (see p. 56). Instead of inflicting damage, Thunder bombs strew traditional mines over an area 2 inches in diameter. The density of this minefield is 4 (see Minefields, pp. 102–103).

Torpedoes. Torpedo bombs are aimed at individual units which must be in or under water. For this reason, unlike ordinary bombs, torpedo bombs must also apply the target movement modifier when a to-hit roll is made for them. A successful torpedo-bomb hit inflicts 1 point of damage on the target and automatically leads to a critical hit check, even if the target still has armour.

Variant Narc / iNarc Charges

Instead of firing ordinary homing charges, Narc and iNarc launchers may fire the special containers given below. These variant charges require one of the following special abilities, as stated in the rules for them: CNARC, SNARC or iNARC.

ECM (iNARC only). ECM charges are available only to units with the special ability iNARC. When a unit successfully attacks a target with ECM charges, that target is considered, for the whole of the following turn (from the initiative phase to the end phase), to be within the area of effect of a hostile ECM module.

Explosive (CNARC, SNARC, iNARC). Regardless of the special ability, the damage from explosive containers equals 1 point for every 2 containers hitting the target (rounding fractions down).

Haywire (iNARC only). Such charges are available only to units with the special ability iNARC. When a unit successfully attacks a target with haywire charges, the target receives a +1 to-hit modifier on all its weapon attacks for the whole of the following turn (from the initiative phase to the end phase), and may not act as a spotter for indirect-fire attacks.

Variant LRM / SRM Munitions

Instead of firing ordinary munitions, most SRM or LRM launchers may fire the special charges given below. These variant charges require one of the following special abilities, as stated in the rules for them: SRM or LRM.

Heat-seeking missiles (Heat-Seeker). Such missiles are available to units with the special abilities LRM or SRM.

When targeting a unit that tracks heat and is at that moment overheated, a successful hit inflicts 1 additional point of damage (in addition to the ordinary weapon attack).

If the attacker decides to attack with the special ability LRM or SRM only, such missiles give a −2 to-hit modifier (rather than damage) to attacks against an overheated target.

If the target is not overheated, or the target has no heat scale, such missiles have no special effect.

Inferno (SRM). Inferno missiles may be used only by units with the special ability SRM. A unit firing such missiles converts its SRM damage into heat damage (HT), inflicting a maximum of 2 points of heat on any target that tracks heat. Heat in excess of 2 points is simply lost, even in the case of multiple hits by such missiles. For example, a unit with SRM 1/1 will have an HT1 attack. When attacking a target that tracks heat, the ordinary damage from the special ability SRM is subtracted from the value of the ordinary weapon attack.

Against targets that do not track heat, such missiles inflict ordinary damage.

Spheroid DropShips ignore the consequences of "inferno".

Magneto-pulse missiles. Such missiles are available to units with the special abilities LRM or SRM.

When a unit with magneto-pulse missiles successfully hits any target other than conventional infantry — either with an ordinary weapon attack, or with an attack using only the special ability SRM or LRM with such missiles — the target receives, for the whole of the following turn (from the initiative phase to the end phase), a +1 to-hit modifier on all its weapon attacks. Multiple hits with such missiles do not increase this effect.

Such missiles inflict no physical damage on the target, so attacks with such missiles using only the special ability SRM or LRM will not damage the target. If a unit with such missiles makes an ordinary weapon attack, subtract the damage from the special ability SRM or LRM, when using such missiles, from the total damage of this unit's ordinary weapon attack.

Mine-clearing missiles. Such missiles are available to units with the special abilities LRM or SRM.

Attacks using such missiles must be aimed not at a specific unit, but at the chosen point on the map. These attacks are then resolved as attacks using the unit's own special ability.

Instead of inflicting damage, these missiles reduce the density of any minefield in the target area by a number equal to the value of the special ability SRM or LRM in the range used. If this density falls to 0 or less, such a minefield is completely cleared (see Minefields, pp. 102–103).

Such missiles inflict minimal damage on the target unit. If the attacker makes an ordinary weapon attack against the target with such missiles, subtract 3/4 (rounding fractions down, to a minimum of 0) of the value of the special ability SRM or LRM in the range used from the total damage of the attack.

These salvos clear the area covered by a 2'' AoE template centred on the point of impact. If attacks with such missiles miss the target or land on terrain where there are no minefields, they have no further effect.

Semi-guided missiles. Such missiles are available to units with the special ability LRM only.

If the target is a unit that was successfully designated by a friendly TAG in the same turn, a successful hit inflicts 1 additional point of damage.

If the attacker decides to attack with such missiles using the special ability LRM only, apply a to-hit modifier of −2 (rather than damage) to attacks against a target that was successfully designated by a friendly TAG in the same turn.

Semi-guided missiles may also be used for indirect fire from hidden positions, inflicting 1 additional point of damage on a successful hit.

A unit may choose to make an indirect-fire attack only by replacing the IF value with the long-range damage value of the special ability LRM, and applies a to-hit modifier of −2, rather than the 1 additional point of damage. In both cases the targets must be successfully illuminated by a friendly TAG in that same turn.

Smoke missiles. Such missiles are available to units with the special abilities LRM or SRM.

Attacks using such missiles must be aimed not at a specific unit, but at the chosen point on the map. These attacks are then resolved as attacks using the unit's own special ability LRM.

(The printed page continues with further variant missile types, which are transcribed on the following pages of this section.)

Summary: Variant Munitions table

The printed table "Variant munitions" (p. 83) gives, for each variant, the required special ability, the to-hit modifier and the damage. Where the printed table gives "See rules" the damage is set out in the section for that munition above. An asterisk (*) in the printed table means "see the rules for this munition". The table is transcribed as printed.

WeaponTo-hit modifierDamageRequired special ability
Artillery
Air-defence Arrow-IV*See rulesART-AIS, ART-AC
Cluster munitions+0See rulesART-AIS, ART-AC, ART-T, ART-S, ART-LT
Copperhead*See rulesART-T, ART-S, ART-LT
Flechette munitions+0See rulesART-T, ART-S, ART-LT
Illumination munitions+0See rules

Editor's note: the printed table's column alignment is reconstructed from the printed layout. Where the printed row has a value in a column that the layout places ambiguously, it is given as printed. Rows marked "" refer to the rules text for that munition.*

Instead of inflicting damage, smoke missiles fill the 2'' AoE template centred on the target with smoke, which rises 2'' above the terrain beneath it. If the ordinary damage from the LRM or SRM launcher is less than 3, treat this smoke as light. The smoke will be heavy if the ordinary damage from the LRM or SRM launcher equals 3 or more. Once on the map, the smoke follows all relevant rules for drift and deviation (see Fire and Smoke, pp. 100–101).

Such missiles inflict no physical damage on the target. If the attacker makes an ordinary weapon attack against a target using smoke missiles, subtract the damage values of the special ability LRM or SRM — whichever was used for the attack — in the corresponding range.

Swarm / Swarm-I. Such missiles are available to units with the special ability LRM only.

If an ordinary weapon attack, or an attack using only the special ability LRM, fails to hit the chosen target, but there are other units — friendly or hostile — within an area with a 2'' radius around the target, the attacker must randomly determine one of them as the alternative target of this attack and make a new to-hit roll against that unit. If this roll succeeds, the attack inflicts damage equal only to the value of the special ability LRM.

If there are several potential targets within 2 inches of the failed primary target, continue to choose targets at random from the remaining units until either the attack succeeds or no targets remain within 2 inches of the failed primary target.

Swarm-I. Attacks using the improved Swarm missiles ("Swarm-I") proceed as described above, except that these missiles may hit only hostile units.

Tandem Charge. Tandem-charge missiles are available to units with the special ability SRM only.

As long as the target is a 'Mech, protomech or vehicle, no special to-hit or damage modifiers apply. On a successful attack against these targets, in addition to inflicting damage, the attacker must roll 2D6. On a result of 10 or more the attacker makes 1 roll on the critical hit table against the target, even if the target still has armour. This applies regardless of the type of attack — an ordinary weapon attack or an attack using only the special ability AC.

If the target is an aerospace unit or battle armour, tandem-charge missiles are considered ordinary LRM or SRM charges, without the bonus of a chance of a critical hit.

If the target is conventional infantry, reduce the damage of the attack by 1 point (to a minimum of 0).

Thunder. Such missiles are available to units with the special ability LRM only.

Attacks using such missiles must be aimed not at a specific unit, but at the chosen point on the map. These attacks are then resolved as attacks using the unit's own special ability LRM.

Instead of inflicting damage, such munitions form a traditional minefield in the target area. The density value of this minefield equals the damage value of the special ability LRM in the range used (minimum 1 and maximum 5); the minefield follows all the rules for minefields (see pp. 102–103). Multiple hits by such missiles on the same area do not increase the number of mines or change the density of the field.

Units that were in the area of effect of a Thunder missile do not need to make a mine check, because they see where the mines fell and leave these places, but they will have to make such a check if they subsequently re-enter such an area.

Such missiles inflict no physical damage on the target. If the attacker makes an ordinary weapon attack with a Thunder missile, subtract the damage value of the special ability LRM in the corresponding range.

The area of effect of these salvos equals the area covered by a 2'' AoE template centred on the point of impact. If the attacker misses the target, the mines deviate 2'' in a randomly determined direction and form a minefield with a density equal to half its normal value (rounding fractions down, to a minimum of 0).

Front-Line Intelligence

The BI Score

The effectiveness of a force's front-line intelligence depends on the relative capabilities of the reconnaissance and communications assets of each side. This is determined by calculating and comparing the front-line intelligence score (BI score) of the opponents.

To calculate a force's BI score, add together the corresponding values of the units capable of reconnaissance, as shown in the table "Front-line intelligence score". Note that a unit or element given as "on planet" indicates that the unit may be off the map, but must be part of the army of that force, must be in working order, and must be considered to be on the ground or no further away than the operational range of the radar map corresponding to the current ground battle.

The first BI calculation for each army must be made before the game begins. The force with the highest BI value at that moment receives the advantages of the area of knowledge and pre-registered artillery, if the corresponding rules are used (see below).

Front-Line Intelligence Advantages

Most of these advantages are based, in essence, on whose BI score is higher. The advantages are established before the scenario begins. Each player must declare its BI score and show a detailed breakdown of points for the use of this rule. If the players use the rule for concealment of unit information (see p. 87), providing a detailed breakdown of points is not required until the end of the game.

Area of knowledge. This advantage is given only to the force whose BI score is highest at the start of the scenario, and may be used only if the game also uses the rules for hidden units (see p. 102). Having this advantage, the force with the highest BI score may begin the game with a number of hidden units.

The maximum number of units that may be hidden thanks to the highest BI score equals the total number of units possessing the special ability "Reconnaissance" (RCN) (see p. 108). This number may not exceed half of the total force taking part in the scenario.

If the force with this advantage is the attacker in any scenario, its hidden units may be placed only at positions within half the map distance from the deployment zone of that force — and at least 12 inches from the nearest deployed enemy unit. If the force is not the attacker, its hidden units may be placed anywhere except in the deployment zone of its opponent.

Pre-registered artillery. This advantage is given only to the force whose BI score is highest at the start of the scenario, and may be used only if that force has artillery units and the game also uses the artillery rules (see pp. 73–76).

Having this advantage, the force with the highest BI score may begin the game with a number of pre-registered points of impact for its artillery weapons.

The number of pre-registered artillery points of impact given by this advantage equals the difference between the force's BI and that of its opponent. The maximum number of such pre-registered points may not exceed the number of artillery-equipped units in the personnel list of that force.

Example. Joshua's force has a lance of artillery units in its personnel list — 4 units in total — and therefore has a total BI score of 8 points, with which it enters combat against its opponent, Joel. Joel's army, meanwhile, has the same number of artillery units, but its total BI score is only 2 points.

Joshua's force has the highest BI score, exceeding Joel's by 6 points (8 − 2 = 6), but because it has only 4 artillery units, the maximum number of pre-registered points of impact for its artillery is 4.

BI initiative bonus. The BI initiative bonus on the battlefield gives units certain initiative bonuses. These bonuses must be marked on the card of the corresponding unit — either by stating INIT in the special abilities section of the card, or by placing a marker on the card. If such a unit is destroyed or is within the area of effect of a hostile ECM module at the initiative phase, this bonus may not be used in that turn.

A player receives a +1 initiative bonus if it has at least one unit with the special ability "Mobile Headquarters" (MHQ#) with a value of 4 or higher. This bonus must be given to a unit with MHQ4 or higher. The player receives another +1 initiative bonus if its force includes at least 1 unit with the special ability "Reconnaissance" (RCN) per 4 units of the force; this bonus is given to a unit with that special ability. In addition, the player receives another +1 initiative bonus if its force includes at least 1 unit with the special ability "Mobile Headquarters" (MHQ#) with a value of 1 or higher per 4 units of the force; this bonus is given to a unit with the special ability MHQ1 or higher. The maximum total initiative bonus equals +3. A single unit may carry several bonuses, but if that unit is destroyed or is within the area of effect of a hostile ECM module, all BI initiative bonuses of that unit are lost.

Example. Joshua's force, the size of a company of 12 units, has a special vehicle, a mobile headquarters, with the special ability MHQ6, plus a lance of 'Mechs, 3 of which have one C3 master computer (which is also counted as having the special ability MHQ5) and 3 subordinate C3 computers (each of which is counted as having the special ability MHQ1). Joshua receives a +1 initiative bonus, which must be placed on the vehicle or on a 'Mech with the master computer; he chooses the mobile headquarters. Joshua receives a second +1 initiative bonus for having at least 1 MHQ per 4 units; he gives this bonus to the 'Mech with the master computer. Because Joshua's force has only one unit with RCN, he does not receive a third initiative bonus.

At the start of the turn the mobile headquarters is still in play and outside the area of effect of a hostile ECM module. However, the opponent has managed to place its ECM unit, and within its 6'' radius lies Joshua's 'Mech with the master computer. Joshua receives the +1 initiative bonus from the mobile headquarters, but does not receive the bonus from the 'Mech with the master computer.

Buildings

In standard-level Alpha Strike any buildings represented on the battlefield are, at best, part of the terrain that combatant units may use for cover. Scenarios focused on the fulfilment of set tasks may raise the value of these features somewhat, making one (or more) of them a key factor in determining victory.

The rules below allow buildings to be used in Alpha Strike in a much more interesting way.

Photo caption on the source page (not transcribed): Jackson Davion, from the cockpit of his BattleMaster, deploys MechWarriors in prototype Legionnaire 'Mechs.

Types of Buildings

In Alpha Strike buildings are divided into 4 large categories, which define both their structural strength and their overall size: light, medium, heavy and hardened. Each of these types is described below by its construction factor (CF), a value that gives an approximate idea of how much damage this building can withstand before it turns to rubble.

Table: Alpha Strike Buildings

Building typeMovement cost per 1''CF range (default)Weight capacity (per 1'' of height)Damage absorption: infantryDamage absorption: non-infantryCollapse damage (per 4'' of height)
Light+1''1–5 (5)1211
Medium+2''6–15 (12)2422
Heavy+3''16–30 (25)3633
Hardened+4''

* No additional movement cost for infantry (including battle armour); the movement cost for protomechs in a building is 1'', whatever the type.

** See Attacking units inside buildings, p. 85 (in the source; see the section below).

Light buildings. In Alpha Strike this type covers the range of buildings from small tents, shacks and street metal hangars to small family houses, night-time kiosks and ordinary shops. In Alpha Strike the maximum CF for such buildings is 5. This same value is used by default if no specific value is given.

Medium buildings. These are sturdier structures of medium size — for example warehouses, office buildings, residential complexes and so on. In BattleTech these buildings form the basis of most urban settlements and commercial complexes. The maximum CF of medium buildings is 15, and the default CF is 12.

Heavy buildings. These are large, reinforced structures, including factories, hospitals, government buildings and fixed command centres. The maximum CF of heavy buildings is 30, and the default CF is 25.

Hardened buildings. These are armoured or otherwise fortified structures for combat, built specifically to withstand a siege and possibly any attack short of a nuclear one. The maximum CF of hardened buildings is 50, and the default CF is 40.

Effect on Movement

The "Movement cost per inch" column of the table "Alpha Strike Buildings" gives the additional movement cost for most units moving near buildings (or through them). In addition, unless stated otherwise, any unit moving through a building inflicts 1 point of random damage on that building for each inch travelled inside that structure.

Infantry. Infantry units (including conventional infantry and battle armour) moving through buildings, whatever their type, do not pay additional movement cost. Infantry units also do not inflict damage on buildings when moving through them. For the purposes of building weight capacity (see Climbing onto buildings and standing on them, below), all non-battle-armour infantry units are considered to have a size class of 0.

Protomechs. Protomechs may move through buildings at an additional cost of +1'' movement per 1'' moved, whatever the type of building.

Climbing onto Buildings and Standing on Them

To obtain a better view of the battlefield, a 'Mech, protomech or infantry unit may not remain on the ground, but may climb onto the roof of a building.

Infantry and protomechs. They may change their current level only if they are inside a building. Each inch of level change inside a building in this way costs 1'' of movement.

'Mechs outside buildings. Outside buildings 'Mechs may climb and descend the face of that structure in the same way as they would rise or descend at a level change on the ground, with a maximum level change of 2'' of height for each 1'' of horizontal movement. 'Mechs able to jump may leap onto the roof of a building if they have enough jump movement to reach the required height.

'Mechs inside buildings. Inside buildings 'Mechs may not change level (move between floors).

Building weight capacity. Each 1'' of height of a building has a certain weight capacity limit, given in the table "Alpha Strike Buildings". This value is an abstract weight limit for buildings of that class: the maximum permissible total size class of all units attempting to occupy the same 1'' of height. It applies only to ground units that do not have the special abilities "Large", "Very Large" or "Super-Large" (for building weight capacity purposes, non-battle-armour infantry units are considered to have a size class of 0). If the total of the size class values of all ground units on a single level exceeds this capacity, the whole structure collapses (see Building collapse, p. 85).

For example, a medium building — weight capacity 2 — can support up to 2 light 'Mechs on any 1'' of height, including the roof, because the size classes of these two 'Mechs add up to 2: 1 + 1 = 2. If this building is 2 inches high, the first 1'' level may hold a medium 'Mech — whose size class is 2 — but the building will collapse if even 1 squad of battle armour — size class 1 — is added, because these two units together weigh 3 (2 for the medium 'Mech, 1 for the battle armour).

Aerospace units, large units and buildings. If an aerospace unit, or a unit with the special ability "Large", "Very Large" or "Super-Large", attempts to enter or land on a building, that structure automatically collapses (see Building collapse, p. 85). If a building is specially defined as a hangar, this rule may be disregarded, but the unit may enter there and remain there only at ground level.

Attacks on Buildings

Under these rules buildings may be attacked in the same way as any other unit. Attacks against buildings are resolved as against immobile targets.

Damage to a building is applied to its CF. The type of building remains unchanged, regardless of its current CF. Therefore a heavy building whose CF has fallen to 3 will still be considered heavy for movement, weight capacity and damage absorption.

Attacking units inside buildings. Units inside buildings may still be attacked — either by other units inside the same structures, or by units from outside. In either case the buildings themselves provide sufficient cover and protection for the units that come under attack. This ability of buildings is expressed by damage absorption values, which indicate how many points of damage from each attack will be absorbed by the building itself rather than by the unit within it. The damage absorption value depends on the type of building, on the target, and on whether the attack comes from outside or inside.

Infantry units. Infantry units inside buildings cannot be attacked directly. Instead the attacker must attack the building itself, in the hope of inflicting incidental damage on the infantry inside. Such attacks therefore use the to-hit modifiers for attacks on buildings, not on the infantry inside them. The damage inflicted on the infantry will equal the damage value of a successful attack minus the damage absorption value of the type of building, given in the "Infantry" column of the table "Alpha Strike Buildings" (to a minimum of 0 points of damage to the infantry).

For example, if a unit can inflict 5 points of damage when attacking infantry inside a medium building, the building itself will take 4 points of damage (its CF is reduced), and the infantry will take the remaining 1 point of damage.

Non-infantry units. Such units inside buildings may be attacked directly, but the building will still absorb as much damage as is given in the "Non-infantry" column. In this case no additional cover modifiers from the building apply to the attack, and from the damage inflicted the damage absorption value of that building must be subtracted, to a minimum of 0 points of damage to the target. Again, damage absorbed by the building affects its CF.

Attacks within the same building. If the attacker and the target are inside the same building, halve the damage absorption values (rounding fractions down).

Building Collapse

All damage inflicted on a building reduces its CF value, lowering its integrity. If the CF of a building is reduced to 0, the building collapses. A building will also collapse if the weight it carries on any level exceeds the permitted value.

Any infantry units inside a collapsing building — including battle armour — are automatically killed by the collapse. Non-infantry units inside or on the roof of a collapsing building take damage based on the weight and type of the building. This collapse damage is given in the table "Alpha Strike Buildings"; this value is multiplied for every full 4'' of building height (rounding fractions down, to a minimum of 1). Add 1 additional point of damage to all units that were on the roof of the building at the moment of its collapse. Collapse damage is not reduced by the building's damage absorption ability.

If the collapse is caused by damage from a unit's movement on leaving the building, the unit leaving is considered at the time of collapse to be outside the building, and therefore it does not take collapse damage.

Example. Erik's 'Mech has taken cover in a medium building 8'' high, which, because of earlier damage, has reduced its CF to 10. The building automatically takes 1 point of damage because of the 'Mech entering, so its CF is now 9.

Erik's opponent, Tom, has a heavy 'Mech 8 inches from this building, which attacks Erik's 'Mech with a damage value of 4 points. Determining the damage absorption value for a non-infantry unit inside a medium building, Tom sees that 2 of the 4 points will be absorbed by the building, and the other 2 will hit Erik. The building's CF is now 7.

Then the next unit of Tom's opens fire. It also inflicts 4 points of damage, distributed in the same way: 2 points to the building and 2 points to Erik's 'Mech. The building's CF is now 5.

Tom's third unit is a powerful fighter, which would inflict 6 points of damage on Erik's 'Mech in a direct attack, but instead it decides to fire at the building itself. During the attack the building's CF falls to 0. This time Erik's 'Mech takes no damage from the attack, since it was not aimed at it — but the building collapses.

Because this building was 8 inches high, on collapse Erik's 'Mech takes 4 points of damage (2 points for every 4 inches of the building's height). Already having 4 points of damage from earlier attacks, Erik's 'Mech will be in far from the best condition.

Walls

Walls have the same types and CF values as buildings, and units must pay the same costs for passing through any walls. Like buildings, walls may be attacked and may take damage. However, because walls do not look like buildings, they cannot provide protection in the form of damage absorption until the target is within 2 inches of the wall; in addition, the wall must be on the line of sight between the attacker and the target, and must not completely block LOS.

Deck and Sub-Deck Weapons

Deck and sub-deck weapons are large weapons that can be seen only on truly enormous military objects, mobile structures and warships. Because these weapons are designed for firing at second cosmic velocity, their use is almost always confined to battles between units in orbital space and beyond. In broad terms the scale of these battles is incompatible with the scale of the ground battles presented in this book, but in advanced-level games such units may still be encountered, clearly showing the effectiveness of units armed with such weapons.

The basic Alpha Strike rules given here reflect the use of deck and sub-deck weapons in advanced-level Alpha Strike games. They assume that all units taking part use, as a basis, the rules of standard-level Alpha Strike, plus the abstract aerospace system.

Deck and sub-deck weapons are represented by many special abilities, each of which includes a damage value for short, medium, long and extreme range. The special abilities CAP and SCAP on aerospace units indicate deck and sub-deck weapons which may be fired directly, while SDS-C and SDS-SC indicate the same weapons on non-aerospace units and structures. The special abilities MSL and SDS-CM indicate deck and sub-deck missile-type weapons which may be fired by aerospace and non-aerospace units respectively. In the rules below the abbreviations of these special abilities are used to indicate weapon classes.

Airborne Targets

When used against airborne targets, deck and sub-deck weapons are resolved as separate weapon attacks against the target, which may be made in addition to ordinary air-to-air or ground-to-air weapon attacks. The effectiveness of these attacks depends greatly on the type of weapon and the nature of the target.

The rules below generally assume that combat takes place between airborne units. Where necessary, additional rules for ground-to-air combat are given.

Effective range. The effective range of an attack with deck or sub-deck weapons is considered to be one range shorter than the ordinary range of combat between the opponents in the air (to a minimum of short range). This is because of the faster movement of the projectiles of this weapon. For example, if an aerospace unit is fighting an air battle using short or medium range, its deck missiles (MSL) will attack that same opponent as if it were at short range; if aerospace units are fighting at long range, attacks with the special ability MSL take place as if at medium range.

Extreme range. Units with deck or sub-deck weapons that have an extreme range may use it to attack targets in adjacent zones of the radar map, even if they are not taking part in an air battle. As stated above, such attacks are resolved as if the target were at long range, with the corresponding modifiers.

Ground-to-air combat. Deck and sub-deck weapons firing from the ground may automatically hit any unit in the nearest airspace of the ground map, as if the target were at short range. Airborne units in the inner circle may be targeted by ground weapons, as if they were at medium range. Airborne units in the middle circle may be targeted by ground weapons, as if they were at long range. Airborne units in the outer circle may be targeted by ground weapons, as if they were at extreme range.

Modifiers. All attacks made using any deck or sub-deck weapon in an air battle receive a +2 to-hit modifier for as long as the battle takes place in the atmosphere (if the advanced environmental rules are used, this modifier does not apply at the atmospheric densities "thin", "residual" and "vacuum").

In addition, all attacks using the special abilities CAP and SDS-C receive a +5 to-hit modifier when the target does not have the special abilities LG, VLG or SLG. Attacks using the special abilities SCAP and SDS-SC receive a +3 to-hit modifier when the target does not have the special abilities LG, VLG or SLG.

Attacks against airborne units made using the special abilities MSL or SDS-CM do not apply modifiers based on the size of the target, but may apply to-hit modifiers if the target has the special ability "Point Defence" (PNT) (see p. 108).

Damage. Damage inflicted by a successful attack using the special ability CAP, SDS-C, SCAP or SDS-SC equals its full damage value given for the effective range of that attack. Attacks using the special ability MSL or SDS-CM inflict damage, also given for their effective range, unless the target has the special ability "Point Defence" (PNT), which can reduce the damage or stop the attack altogether (see Point Defence, p. 108).

Ground Targets

When used against ground maps, deck and sub-deck weapons are resolved as a special artillery attack against the chosen point of impact (see Artillery, pp. 73–76). As with airborne targets, this attack may be made in addition to ordinary weapon attacks.

In these rules deck and sub-deck weapons may be fired by any airborne unit with the corresponding special ability (CAP, SCAP or MSL). However, ground units — including aerospace units on the ground, mobile structures and rigid constructions (buildings) — may use missiles represented by the special abilities MSL or SDS-CM only for making attacks on the surface.

Air-to-ground attacks. Such attacks using deck and sub-deck weapons are resolved in the same turn in which they were fired.

If the attack is made from directly above the ground target (the central zone on the radar map), such an attack is treated as a direct-fire artillery strike, but the to-hit modifier is reduced by 4 (the minimum final modifier of the attack is 0). When such an attack is made from any other zone on the radar map, it is considered an artillery strike from hidden positions with the same modifier of −4 (the minimum final modifier of the attack is +3).

Fire correction. If there is a friendly unit with a TAG on the map, and it successfully designates the target point of impact, apply an additional to-hit modifier of −2 (see TAG, p. 109).

Misses in air-to-ground attacks deviate under the artillery rules.

Surface-to-surface attacks. Under these rules, of all deck and sub-deck weapons only deck and sub-deck missiles may carry out such attacks. When fired from a ground position at another ground position, deck and sub-deck attacks are resolved using the rules for artillery attacks, but the corresponding atmospheric to-hit modifier applies. If this attack is made by a unit capable of movement, an additional to-hit modifier of +2 applies (even if this unit did not move).

In such attacks all deck and sub-deck missiles use the range and flight time multiplied by the value for the cruise missile/120 (see Artillery, pp. 73–76).

Table: To-hit modifiers for deck and sub-deck weapons

SituationTo-hit modifier
Attacker is in the atmosphere*+2
Modifiers for attacks in the air
CAP or SDS-C against a small target**+5
SCAP or SDS-SC against a small target**+3
MSL or SDS-CM against a small target**+0
Point defence (1 damage)++1
Point defence (2+ damage)+Automatic failure
Modifiers for attacks on the ground
Air-to-ground attack (from the central zone)+0
Air-to-ground attack (from any other zone)+3
Surface-to-surface attack (not a stationary object)+2

* If the atmospheric pressure rules are used, +0 for thin, residual or vacuum.

** Small targets include all units without the special ability LG, VLG or SLG.

+ Point defence applies only to MSL or SDS-CM attacks.

Misses in surface-to-surface attacks deviate under the artillery rules.

Damage from a ground attack. The area of effect of MSL or SDS-CM attacks against ground targets equals the area covered by a 6'' AoE template centred on the point of impact. All units, terrain and buildings within 4'' of the point of impact receive full damage from this attack, and those between 4'' and 6'' receive half the damage (rounding fractions down).

Concealment of Unit Information

It often happens that uncertainty and the successful use of strategy lead to a collision of armies that have no complete and exhaustive information about each other. To reflect this characteristic more realistically in play, players may conceal the composition of their forces and the abilities of their units until visual contact occurs.

Warning: Using these rules may require a game master or some other neutral third party to be introduced, because there is a possibility of cheating. Players should therefore approach the decision to use these rules responsibly.

Contact Markers

Contact markers implement the concept of "fog", in which information is concealed even about the most obvious visual representation of a unit. According to this rule, players begin the game set-up using dummy stand-ins for the real miniatures. These dummies — called "contact markers" — will indicate the position

of each ground unit on the battlefield until they come close enough or are detected by sensor systems, keeping the opponent guessing to the last about who is approaching. Before the game begins each of these dummies is assigned a unique number or letter corresponding to the player's ground unit (airborne aerospace units may not be represented by dummies).

Even when a unit is represented by a dummy, it must observe all the ordinary restrictions on its movement. For example, a dummy representing a unit with hover movement may not enter woods. Although this allows a particularly attentive opponent to guess with some confidence the nature of a unit, a careful player may make this harder for the opponent by using different movement types for their units; for example, with 'Mechs they may simply not take them into the woods.

Until it is identified, a unit is represented on the map by a contact marker; on contact the dummy is replaced by the corresponding miniature. Then, using the following rules on concealment of unit information, further information about the opponent may be obtained — including the variant of the model and the general condition of the equipment.

A unit is identified when any of the following conditions is met:

Visual detection. If the opponent has an LOS to the dummy and is within the visibility range for the existing atmospheric conditions (see the table "Visual detection ranges", p. 89), the unit is identified at the end of the movement phase. Remember to take into account the difference in height of both units when determining LOS between the dummy and the unit in contact; use the table "Unit heights".

Sensor detection. If a hostile non-infantry unit — regardless of LOS — is within 10'' of a contact marker, it may be detected by electronic sensors. The sensor range is 12'' if the opponent has the special ability "Light Active Probe" (LPRB), 18'' if it has the "Active Probe" (PRB), and 26'' if it has the special ability "Bloodhound" (BH). If the unit represented by the dummy has the special ability "ECM" (ECM), it suppresses the abilities LPRB and PRB, but not BH. If this unit has the special ability "Angel ECM" (AECM), BH is also suppressed.

Detection by remote sensor. At the end of the movement phase, remote sensors identify all hostile dummies within 20'' if the sensor has an LOS to the contact marker. If the sensor has no LOS, it may still reveal the nature of a contact marker as soon as it is within 10'' of it, if the unit represented by the dummy does not have the special ability "Stealth" (STL), or if it does not use, or is not within the area of effect of, friendly ECM. Remote sensors automatically identify the nature of any contact marker as soon as their bases come into contact, but only if the dummy does not have the special ability "Stealth" or "Mimetic Armor System" (MAS).

Aerospace detection. If in daylight there is a hostile aerospace fighter in the central zone of the radar map, it identifies all contact markers.

Self-detection. At any moment when a unit represented by a contact marker opens direct fire, makes a physical attack or attacks a 'Mech, it reveals itself. Indirect-fire attacks and area-of-effect attacks made by contact markers do not reveal the nature of these dummies.

Hidden units and contact markers. If the game uses the rules for hidden units (see p. 102), they do not receive contact markers until they begin to move, and may be identified only under the conditions given in the rules for hidden units. A hidden unit that has begun to move, and which the opponent has no LOS to, may use a contact marker instead of its miniature, but must follow all the other rules above for contact markers.

Stealth technology and contact markers. Contact markers representing units with the special ability "ECM", "Stealth" (STL) or "Mimetic Armor System" (MAS) may be identified only by visual detection. If a dummy is within the area of effect of friendly ECM, it too may be identified only by visual detection.

Table: Visual detection ranges

Atmospheric conditionMaximum range
Unrelenting darkness2''
Night, moonless night, blizzard4''
Fog, sandstorm6''
Twilight, dawn, rain (heavy)10''
Rain, snow14''
Normal daylight40''

Table: Unit heights

Unit typeHeight
'Mech / industrial 'Mech2''
Super-heavy 'Mech3''
Protomech, vehicle, infantry, fighter1''
Submarines1''
Large (LG) support vehicle, small craft2''
Very large (VLG) support vehicle3''
Super-large (SLG) support vehicle4''
Aerodyne DropShip5''
Spheroid DropShip10''
Mobile structuresVaries

Note: airborne units, including VTOLs, are automatically detected if an LOS can be drawn to their current height.

Concealment of Record Sheets

When the concealment rules are in use, players may not see their opponents' record sheets until those opponents declare attacks against their targets. The attacking player is entitled to learn what the units it is attacking are called (the name only, but not the specific variant or configuration — for example "BattleMaster", but not "BLR-1G BattleMaster"). In such cases players must rely more on their memory and intuition. This rule simulates the difficulty of revealing the exact composition of an enemy force during an ongoing battle.

Even when this rule is used, it is possible to find out the exact configuration and condition of the opponent, but only at close quarters and using active probes. These methods are disclosed in detail later, but players should remember that even in such cases the data obtained will be fairly fleeting — it will change as soon as the LOS disappears, or the sensors' area of coverage shifts. Moreover, none of these methods can be used to reveal either the skill level of a unit's crew or the point value of the target.

Active probes. Units equipped with active probes have an extended view of the battlefield, which allows them to obtain information about targets without closing to short range. Each unit with the special ability "Active Probe" may scan a single hostile unit within the coverage of its probe: 12'' for a light active probe (LPRB), 16'' for a standard probe (PRB) and 26'' for "Bloodhound" (BH). A unit with a probe completes its scan of an opponent immediately before declaring its attack. No dice roll is required for such scanning; the opponent simply allows the attacker to learn the variant or configuration of the selected unit, together with its current heat level and damage status, movement and movement modes. The attacking player must request this information; it is not volunteered.

Active-probe scanning is impossible if the LOS between attacker and target is blocked by passing through the area of effect of hostile ECM (or being inside this area), or is blocked by solid terrain (for example walls, buildings and hills). The "Bloodhound" active probe bypasses all these restrictions, unless a functioning hostile "Angel" ECM module is present.

Short range. If the attacker is within short range of the target and has a valid LOS to it, the opponent must reveal its current damage level (if any), heat level (if used), movement, movement mode and the variant/configuration of each unit of the target — but only if the attacker requests this information. Otherwise this information is not given.

Stealth technology. In addition to the effects of ECM, the ability to obtain details of an enemy unit may be hindered by stealth armour (STL) and mimetic armour (MAS). If a unit with such abilities lies within the coverage of sensors aimed at scanning or identifying the opponent, the controlling player may still decline to reveal information, explaining simply that the sensor sweep failed to detect any notable features.

Coordinate System

Several advanced capabilities require the use of a coordinate system to determine location on the playing surface. The rules below give a universal way to meet this requirement.

Creating Coordinates

To conduct artillery fire over a non-hexagonal surface, players need to mark the X and Y axes along the sides of the playing area. The simplest way to do this is first to determine the direction of "north", and then to mark the other points of the compass along the edges of the map. Next, mark each axis, indicating with bold strokes regular intervals (1'' intervals are recommended), starting from 0 and running to the actual values in those directions.

The general recommendation is as follows: the X axis should run along the direction from west to east, with 0 at the westernmost edge of the map; the Y axis should run from north to south, with 0 at the northernmost edge of the map. On this arrangement the coordinates 0,0 describe the north-western corner of the map. Of course, players wishing to use an even more abstract system of coordinates may not tie themselves to this system of inches and numbers, creating another that describes more precisely the tracking of coordinate information (for example for points of artillery impact) — for instance by clearly ruling the playing area into a grid.

Recording Coordinates

When recording a location using the coordinate system, players must follow the same format to avoid misunderstandings (for example always writing the X coordinate first and the Y coordinate second). Depending on the situation, additional data may need to be introduced — for example one system may be used for tracking the coordinates of hidden units, and another for marking forthcoming artillery strikes.

Drop Troops

There are several ways of delivering troops from airborne transports to the battlefield. The first method — and the one most often preferred — is most fully covered in the earlier rules of this book, when transport units land on the ground and unload their troops (see Transporting infantry, p. 32, and Transporting non-infantry units, p. 63). For various reasons — not least because the transport itself also needs protection — landing a transport is undesirable, and troops are dropped directly from it while it is still in the air. Below, three main types of combat drop are considered in detail and separately: high-altitude drop, low-altitude drop and rapid drop.

General Rules for Drop Troops

All three of these methods require the transport to be able to carry the type of unit being dropped. For the purposes of these rules an airborne unit may transport and drop infantry if it has the special ability "Infantry Transport" (IT#). An airborne unit may carry protomechs if it has the special ability "Protomech Transport" (PT#). An airborne unit may transport vehicles if it has the special ability "Vehicle Transport" (VTM#, VTH# or VTS#). 'Mechs may be carried and dropped only by airborne units that have the special ability "'Mech Transport" (MT#). If an airborne unit does not have the special ability needed to transport the required type of unit, or attempts to transport such units by ordinary cargo carriage (represented by the special abilities CT# and CK#), it may not use the drop-troop rules for that type of unit.

Units that arrive on the battlefield under these rules always land at the end of the movement phase of the corresponding turn, and may occupy any terrain according to their movement restrictions. Because all these rules require the dropped units to make landing rolls in the chosen zone, they may deviate. If a dropped unit deviates or somehow lands on terrain forbidden for its movement type, it is automatically destroyed. However, if a dropped unit lands on the position of another unit, the player may simply move the dropped unit to the nearest unoccupied (and permitted) terrain to the landing point.

Dropped units may not attack in the same turn in which they appear on the map. Attacks against such units receive a target movement modifier of +3, regardless of their actual movement statistics.

The deviation rules for any unit that does not land at the intended landing point are the same as those used for air-to-ground bombing attacks (see the resolution of air-to-ground attacks, pp. 55–58).

Aerospace transports. Some aerospace units have the special abilities "Aerospace Transport" (AT#) or even "Small Craft Transport" (ST#), but such unit types may not be dropped under these rules. Launch and recovery of aerospace units in the case of airborne transports were mentioned earlier in this chapter, under Transport of aerospace units (see p. 72).

High-Altitude Drop

This drop keeps the transport in relative safety from ground fire. To carry out such a drop, the transporting unit must begin its movement phase in the inner circle or the central zone of the radar map, and the player must state the point on the map where the units will be dropped and which units they are. The dropped units are then placed in the central zone of the radar map, and the transporting unit may freely continue its movement as normal.

During the next movement phase each of the dropped units chooses an unoccupied point on the ground map (one in which there is no other unit) and rolls 2D6 against a target number of 5. On a successful roll the dropped unit ends up at the target point with any desired facing. If the roll fails, the unit takes 1 point of damage for each point by which the roll fell short of the required result, and deviates as in an unsuccessful dive-bombing attack (see p. 56). The facing of deviated units is determined at random.

Attacks on dropped units. Ordinary air-to-air attacks (but not ground-to-air attacks) may be made against dropped units during the turn in which they are on the radar map. These attacks use the ordinary rules for air-to-air battles, but do not apply the modifier for an aerospace target in the air. In the turn in which the dropped units are on the ground map, they may be attacked as ordinary ground units, but instead of the ordinary target movement modifier, a to-hit modifier of +3 applies.

Attacks by dropped units. Dropped units may not attack during the turn in which they are on the radar map, and may neither attack nor move during the turn in which they arrive on the ground map.

Attacks on transport units. Regardless of the drop operation, airborne transport units may be targets of ordinary air-to-air attacks. Transports that decide to drop from the inner circle rather than the central zone may not be targets of ordinary air-to-air attacks.

Low-Altitude Drop

This drop is carried out by a transport with some risk of coming under fire from the ground, but the troops are dropped onto the battlefield more quickly. To carry out such a drop, the transporting aerospace unit must end its movement phase in the central zone of the radar map and declare its flight path over the ground map. The controlling player then declares unoccupied drop points along this path.

Before the end of this same movement phase each of the dropped units must make a 2D6 roll against a target number of 5. On a successful roll the dropped unit ends up at the target point with any desired facing. If the roll fails, this unit takes 1 point of damage for each point by which the roll fell short of the required result, and deviates as in an unsuccessful dive-bombing attack (see p. 56). The facing of deviated units is determined at random.

Attacks on dropped units. Because the units were dropped from lower altitudes and land in the same turn, they may be attacked as ordinary ground units, but instead of the ordinary target movement modifier, a to-hit modifier of +3 applies.

Attacks by dropped units. Dropped units may not attack or move during the turn in which they arrive on the ground map.

Attacks on transport units. Airborne transport units operating over the ground map may be targets of ordinary air-to-air attacks, and of ground units making ground-to-air attacks against a unit making a strafing attack.

Rapid Drop

This is a specific drop for conventional infantry — foot or jump — and battle armour from an airborne VTOL transport vehicle. To carry out such a drop, the VTOL (or airship) need only move to the place on the ground map where it intends to drop the infantry. During its movement several drop points may be declared for infantry units. Unlike other deployments of infantry using a transport, the rapid drop costs the transporting unit nothing.

Resolve the landing of all dropped infantry in the same way as a low-altitude drop. However, if the drop roll fails, infantry deviating from the landing point take only 1 point of damage, regardless of the margin of failure.

Electronic Warfare / Counter-Electronic Warfare

Alpha Strike units with the special abilities "ECM" (ECM), "Angel ECM" (AECM) and "Watchdog" (WAT) may use these modules for their ordinary purposes, to suppress hostile probes and C3 networks, or may switch these systems into a special mode, ECCM (counter-electronic-warfare). Switching into and out of ECCM mode may be carried out during the end phase of this unit in any turn. While in ECCM mode, an ECM module fully neutralises the effect of any hostile ECM module within its area of effect, until there are several hostile modules or they overlap its effect.

When there are several ECM systems or overlapping "bubbles", the total number of ECM modules covering the required areas must be determined (for each side). The side that has more ECM modules in the required area dominates it, and the consequences of "winning" this area depend on the number of modules used in ECM or ECCM mode. If these numbers are equal, there is no effect. For example, in a given area one side has 1 ECM module, which will be negated by 1 hostile ECM module in ECCM mode; but if the first side has 2 ECM modules, one hostile ECM module in ECCM mode cannot negate both of these modules. (Note that for the purposes of this rule the "Angel" ECM module counts as 2 ECM modules, which may be in ECM and ECCM mode separately, so the "Angel" creates in the given area 2 overlapping ECM effects, 2 overlapping ECCM effects, or a combination of 1 ECM and 1 ECCM effect.)

Mobile headquarters. Units with the special ability "Mobile Headquarters" (MHQ) of level 7 or higher (see p. 107) may use their communications equipment to duplicate the effects of a single ECM/ECCM module. However, in doing so such units lose all the other advantages of that special ability.

Ejection

Ejection systems allow MechWarriors and fighter pilots to leave their machines urgently when necessary. Many units are fitted with automatic ejection systems, which operate in the event of a catastrophic explosion, throwing pilots out of the dangerous place. Vehicles and industrial 'Mechs that do not have the special ability "Ejection Seat" (ES) usually do not have such systems, but their crews may still escape from them in a similar way.

During the end phase of any turn a player may declare that the pilot or crew of a unit ejects or leaves its machine. Regardless of the unit type, this action takes effect immediately (if the unit is a 'Mech or fighter that has suffered an ammunition critical hit, the ejection system automatically operates in the end phase to save the pilot).

Ejection and emergency evacuation systems do not work underwater, and in a vacuum this rule applies only to aerospace units.

An ejected pilot or crew counts as a dismounted infantry platoon with 0 points of armour, only 1 point of structure and a maximum ground movement of 2''. If the unit being left is not destroyed, its electronic systems (including C3 and ECM) continue to operate, and its miniature must remain on the field, marking its position, until that unit is destroyed or otherwise removed from the game.

Environmental Conditions

In the ordinary rules of Alpha Strike the conditions on the battlefield are considered favourable — or at least calm: all battles are resolved under ordinary gravity, in daylight and without any environmental phenomena. Of course, given the number of planets in the BattleTech universe and the unimaginable variety of local climates and natural forces, and for strategic reasons, such "pleasant" conditions are unlikely.

This section gives a list of environmental conditions which may be introduced into Alpha Strike games, to express on the battlefield many unusual or extreme planetary and weather conditions. Note that these rules give only an abstract representation of such conditions and are unlikely to be exhaustive; players wishing to use more exotic conditions may apply their own modifiers and restrictions which, in their view, express more fully the unusual nature of the situation to be faced on the playing field.

Atmospheric Density

The different degrees of atmospheric density are considered in detail below — from its complete absence (vacuum) to very dense. Unless stated otherwise, all unit types may operate under such atmospheric conditions if they have the equipment appropriate to the case. These rules assume that all the necessary equipment is present.

Vacuum. Units (other than 'Mechs) that do not have the special ability SOA or SEAL, or units with the special ability EE (even if they have the special ability SEAL), may not operate in vacuum, and neither may any vehicles using running gear of VTOL, WiGE, hover or airship types. If any of these forbidden units finds itself in vacuum for any reason, it is immediately destroyed. Non-spheroid aerospace units operating in vacuum may land and take off as if they were spheroid.

Even units prepared for operation in vacuum can easily be damaged. Any non-aerospace and non-infantry unit that takes damage while operating in vacuum must make a 2D6 roll for a check for a breach in the hull. On a result of 8 or higher this unit must immediately make a critical hit roll for its unit type, but it may re-roll any ammunition critical hits.

Vacuum is a complete or practically complete absence of atmosphere, and therefore it cannot be combined with any windy conditions or weather, including fire and smoke. Water surface does not persist in vacuum, and therefore units with naval or underwater movement type may not operate under such conditions; such terrain is considered empty, and all depressions or hollows on that terrain are filled with firmly frozen ice.

Residual atmosphere. Such an atmosphere follows all the basic rules of vacuum, except that a breach in the hull occurs on a roll of 10 or higher.

Some weather conditions may exist in such an atmosphere, but they are much weaker than ordinary ones. If randomly determined wind is used, apply a −2 modifier to all rolls when determining the strength of this wind, to a minimum roll result of 1 (meaning "no wind", see Wind, p. 94). Rain, snow and smoke cannot be represented by their "extreme" variants, and tornadoes are excluded altogether.

Water terrain may exist in such an atmosphere.

Thin atmosphere. In this atmosphere subtract 4'' from the movement of the VTOL, WiGE and hover movement types.

Most weather conditions may exist in such an atmosphere, but all of them are weaker than ordinary ones. If randomly determined wind is used, apply a −1 modifier to all rolls when determining the strength of this wind, to a minimum roll result of 1 (meaning "no wind", see Wind, p. 94). Tornadoes may not be higher than level F3.

Water terrain may exist in such an atmosphere.

Dense atmosphere. For atmospheres denser than ordinary, add 2'' to the movement of the VTOL, WiGE and hover movement types.

In a dense atmosphere all weather conditions may exist, and all of them are slightly stronger than ordinary ones. If randomly determined wind is used, apply a +1 modifier to all rolls when determining the strength of this wind, to a maximum roll result of 6 (meaning "storm wind", see Wind, p. 94).

Water terrain may exist in such an atmosphere.

Very dense atmosphere. At the highest level of atmospheric pressure all units move at their normal values.

In a very dense atmosphere all weather conditions may exist, and all of them are much stronger than ordinary ones. If randomly determined wind is used, apply a +2 modifier to all rolls when determining the strength of this wind, and when the modified roll result is 7 or more a tornado appears (see Wind, p. 94).

Water terrain may exist in such an atmosphere.

Darkness

Combat under different conditions of darkness (from dusk and dawn to impenetrable darkness) gives rise to different to-hit modifiers, as shown in the table "To-hit modifiers due to environmental conditions" (see p. 95). These modifiers do not apply if the attacking unit is a 'Mech or has the special ability "Searchlight" (SRCH). Such units may switch their searchlights on or off in the end phase of any turn, lighting up the terrain and the units within 2 inches of themselves (including that unit itself). All attacks against units within the illuminated area do not apply darkness modifiers.

Aerospace units never apply darkness modifiers, and they cannot be illuminated by searchlights.

Earthquake

An earthquake affects all units on the battlefield. If the scenario in which an earthquake is used does not state the turn in which it occurs, players may determine it at random — in the end phase of each turn 2D6 is rolled, and on a result of 12 an earthquake begins. The consequences of the earthquake apply until the movement phase of the following turn.

If and when an earthquake occurs, the player who made the roll for the event rolls 2D6 again, this time determining the strength of the earthquake. For all earthquakes a to-hit modifier equal to half the strength of the earthquake (rounding fractions down) applies to all attacks. In addition, if the roll result is 8 or more, before the movement phase all ground units receive 1 point of damage; resolve any critical hits as normal. If the roll result for the strength of the earthquake is 12, in addition to this damage and attack modifier, cracks appear in the ground surface, as described below.

Cracks. Roll 2D6 for each ground unit and building on the battlefield. On a result of 2 a crack forms under that unit or structure. The terrain within a 2'' radius of the units or structures affected by a crack is lowered by 1D6 inches and becomes rough terrain, and all units within the radius of the crack receive 1 point of damage (critical hit rolls are made as normal).

For buildings in the area of a crack, inflict damage on their CF equal to 2D6 points. If the building is not destroyed after this, roll 2D6, adding to the result the weight capacity of this building. If the modified result is 9 or more, the building remains standing. On any other result it collapses (see Buildings, pp. 83–86).

Electromagnetic Interference (EMI)

In Alpha Strike electromagnetic interference may have either a local effect or affect all units on the battlefield. Interference is caused by a high concentration of heavy metals, background radiation, intense solar activity or other conditions that confuse even the newest sensors of BattleTech units. Because of this, all weapon attacks made inside or through areas affected by EMI receive a +2 to-hit modifier, all special abilities of probes (including BH, LPRB and PRB) are ignored, and all special abilities of ECM (including AECM, ECM and LECM) double (in inches) their effective range.

Conventional infantry making weapon attacks inside or through areas affected by EMI ignore the consequences for to-hit modifiers.

Gravity

The actions of any unit under a gravity other than the ordinary may be accelerated or slowed, depending on the relative difference in gravity between the current atmosphere and the ordinary Earth gravity (1.0G). To determine the movement value of a unit under unusual gravity, divide the ordinary movement value of this unit by the G value of the current planet and round fractions normally. For example, a unit with 12'' of movement will have 17'' of movement on a planet of 0.7G (12 ÷ 0.7 = 17.14, rounded to 17). On a planet with high gravity, for example 1.2G, the same unit will reduce its movement value to 10'' (12 ÷ 1.2 = 10).

Gravity affects all movement types, including VTOL, WiGE, hover and jump. The minimum movement of a unit as a result of gravity may be reduced to 1''.

Most units are not originally designed to operate under conditions other than the ordinary ones. To reflect this, if as a result of gravity any non-infantry unit receives movement exceeding its ordinary values, it may use this movement without any harmful consequences for 2 movement phases in a row. If this movement is used in a 3rd subsequent turn as well, this unit automatically receives a movement-system critical hit after completing its movement (see p. 41).

Under these rules the consequences of gravity affect only those units that use the movement value. For simplicity, aerospace units that use thrust are not covered by these rules.

Temperature. Excessive heat or cold may prevent some units on the battlefield from operating. For simplicity, advanced Alpha Strike divides temperature conditions into 3 categories: cold, ordinary conditions and heat. These rules apply only to ground units; aerospace units ignore the extreme temperature rules.

Ordinary temperatures do not affect play, unless they are accompanied by some weather conditions. This is the range of seasonal temperatures in which a human can survive with the necessary clothing and equipment.

Cold. In extreme cold (below −30 °C) conventional infantry receives 1 point of damage every 5 game turns. Units under these conditions that are capable of overheating automatically reduce their heat level by 1 point in any end phase in which they overheated (to a minimum of 0).

Heat. In extreme heat (above +50 °C) conventional infantry receives 1 point of damage every 5 game turns. Units under these conditions that are capable of overheating automatically raise their heat level by 1 point whenever they used overheat during a weapon attack (this additional heat is not added to the damage inflicted by that unit, and heat is raised up to reactor shutdown). Non-infantry units that cannot overheat and operate under such conditions reduce their movement by 2''.

Wind

In ordinary Alpha Strike play wind, even in the worst case, is considered no stronger than light, suitable only for determining the direction of smoke drift. Under these rules wind has 5 categories of strength, from 0 (from still air to a light breeze) to 4 (storm wind, with tornadoes possible).

The effects of each wind strength category are given below. The strength (and direction) of the wind may be chosen at the start of the scenario, or determined at random by rolling 1D6 and consulting the table "Prevailing winds". During the scenario the wind strength may be constant from the start of the scenario. But to reflect more dramatic conditions, players may choose variable winds. With variable winds players may determine at random the turns in which the wind strength changes, which has an effect on each game turn in the end phase of the preceding turn.

Wind direction. To determine the wind direction at random, the same game rules may be used as for the deviation diagram for an unsuccessful dive-bombing attack. For this a 2'' diameter template is used, aligned with the direction — 1 means "north" on the ground map — and then 1D6 is rolled to determine the wind direction according to the results shown on the template. If variable winds are used, the wind direction may be determined at random from turn to turn.

Atmospheric density. To simulate weather conditions differing from the ordinary Earth conditions, these rules may be used together with the atmospheric density rules (see p. 92). For convenience the atmospheric density modifiers are given in the table "Prevailing winds".

Wind strength categories. The wind strength categories used in these rules and their effect on play are given below. Note that units that are submerged in water, or otherwise sheltered from the wind, may be disregarded by these rules.

  • Wind strength 0: A negligible breeze, having no effect on play.
  • Wind strength 1: A light wind, slowing the movement of unarmoured infantry. Conventional infantry with movement mode "f" loses 2'' of movement. If its movement falls to 0 or below as a result, this unit may either move 2'' or attack, but may not do both in the same turn.
  • Wind strength 2: A moderate wind, hindering the movement of unarmoured infantry. Conventional infantry with movement mode "f" or "j" loses 2'' of movement. If its movement falls to 0 as a result, this unit may either move 2'' or attack, but may not do both in the same turn.
  • Wind strength 3: A strong wind, giving rise to a +1 to-hit modifier on all attacks of all units. Airships lose 1 point of thrust and crash if their thrust value falls to 0 as a result. Armoured infantry loses 2'' of movement, and conventional infantry loses 4''. If the movement of infantry or armoured infantry falls to 0 as a result, this unit may either move 2'' or attack, but may not do both in the same turn.
  • Wind strength 4: A storm wind, giving rise to a +2 to-hit modifier on all attacks of all units. Airships and conventional infantry cannot operate effectively under these conditions, and armoured infantry loses 2'' of movement. If a unit is deployed under these conditions, inflict 1 point of damage on it each turn until it is in a building or other suitable shelter. Under storm-wind conditions conventional infantry may move 2'' each turn, but may not attack. If the movement of armoured infantry falls to 0, it may either move 2'' or attack, but may not do both in the same turn.

A tornado may occur at this wind category (see below).

Tornadoes. A narrowly directed natural phenomenon, which may affect several units, but which occurs only when the wind strength reaches the 4th category (see above). During the end phase of any turn in which the wind strength reaches the 4th category, roll 2D6. On a result of 12 a tornado forms, appearing on the map at once, in the current end phase.

Initial placement. The area of effect of a tornado uses a 2'' AoE template; its contact with the ground occurs at any randomly determined point on the map in the same end phase (if desired, the initial point of contact may be determined by the opposing player). If units, buildings or terrain are within the area of effect of the tornado, they receive damage corresponding to their type, as described below.

Lifetime and strength of a tornado. When the tornado template is placed, roll 2D6; its result is the number of turns during which the tornado will remain on the map. Then roll 2D6 again; its result is the strength of the tornado (rating F), given in the table "Tornado strength".

Table: Prevailing winds

1D6 rollWind typeWind strength category
1–2None0
3Light1
4Moderate2
5Strong3
6Storm4

Table: Roll modifiers for atmospheric density

Atmospheric pressureModifier
VacuumNo wind
Residual atmosphere−2*
Thin atmosphere−1*
Dense atmosphere+1*
Very dense atmosphere+2**

* Minimum modified result = 1; maximum = 6.

** Maximum modified result = 8; a modified result of 7 or more counts as a tornado.

Tornado movement. After its initial placement, the tornado moves during the end phase of each turn, and disperses during the end phase of its last turn. To determine the direction in which the tornado moves, roll 1D6 (using the area of effect template), and then roll 1D6 again — multiplying the result by 2 — to determine the number of inches travelled. If the tornado's movement crosses a hill, skip the distance equal to the height of the hill, without affecting any units within the area of effect of the tornado, and then continue the movement of the tornado for the remaining inches.

Tornado damage. On contact with all units, buildings and terrain on the battlefield within its area of effect, a tornado immediately damages them — either when it appears and touches the ground, or when it moves. For units the damage equals the F rating of the tornado (large, very large and super-large units receive only this damage once, on impact). Terrain and buildings take damage equal to three times the value of their F rating (applied to the terrain factor TF or the construction factor CF respectively). Damage inflicted by a tornado takes effect at once in the end phase. To determine the consequences of damage to terrain use the rules for Terrain conversion (see p. 104), and for buildings the rules for Buildings (see pp. 83–86). If the terrain beneath is water or paved, it is not affected by tornado damage.

The consequences of tornado damage take effect at once during the end phase in which the tornado came into contact with units, buildings and/or terrain. Make all critical hit rolls as normal.

Table: Tornado strength

2D6 rollStrength rating
2–3F1
4–6F2
7–10F3
11F4
12F5

Other Conditions

Environmental conditions (of a planet) not covered in this section have no effect on play beyond additional to-hit modifiers (see the table "To-hit modifiers due to environmental conditions", below).

Table: To-hit modifiers due to environmental conditions

Environmental conditionModifier
Sandstorm+2
Earthquakefrom +1 to +6
Electromagnetic interference+2*
Geyser+2**
Dense fog+1
Darkness+1
Twilight or dawn+3
Moonless night+2
Night+4
Impenetrable darkness+1
Rain: light to heavy+2
Heavy downpour+1**

* EMI affects weapon attacks only within its area of effect of any size; it does not affect infantry attacks.

** Applies only if attacks pass through these environmental features, whatever the type of attack.

Editor's note: this table is transcribed as printed from the text layer. In the printed table the value column for the last two tornado rows and the Blizzard row is in a layout that does not separate the values cleanly; the values are given in the order printed, and the printed value for Tornado F5 is not clearly separable in the text layer and should be checked against the printed page 95.

Exceptionally Large Units

Sometimes ground units may fight ground battles with very large units, beside which even BattleMechs seem like dwarfs, and whose combat potential is not even comparable with that of 'Mechs. Among the most common of such units are DropShips, which on the ground become real fortresses; but from time to time comparable opponents also appear in Alpha Strike — for example large support vehicles and mobile structures.

The rules below give an approximate description of the additional capabilities of these large units, which by default include not only DropShips but also any units with the special ability "Large" (LG), "Very Large" (VLG) or "Super-Large" (SLG).

Line of Sight

All exceptionally large units (including DropShips on the ground) are considered to block line of sight, as buildings or hills do, and therefore may provide partial cover. Attacks that miss a target having such an exceptionally large unit as partial cover, with a MoF of 2 or 1, will hit that exceptionally large unit instead. When determining LOS for attacks by exceptionally large units, their highest point is used.

Facing and Firing Arcs

With the exception of DropShips on the ground (shown below), most exceptionally large units have 4 main facing directions and firing arcs from or into which they can attack: front, left side, right side and rear. Each of these arcs has an angle of 90°, radiating from the central point of the unit, and their zones do not overlap. Units with the special ability TUR additionally have a 360° firing arc, but only for the weapons mounted in that particular turret; turrets have no facing.

For units with several facing directions and firing arcs, the arc data are given separately on the card, but all damage — regardless of facing — is inflicted on the unit's common armour and structure values.

Firing arcs of DropShips. DropShips on the ground use firing arcs different from those of exceptionally large units.

Spheroid DropShips: Spheroid DropShips on the ground may use weapons against other ground units only in the left-side and right-side arcs; these arcs are considered to have an angle of 180°, and do not overlap each other. The front-arc weapons of such units may fire only at those units that are in the air. In all Alpha Strike games such units may not use the weapons of the rear arc.

Aerodyne DropShips: Such units may use the same arcs as exceptionally large units for attacks on ground units. In addition, the weapons of their front arc may fire at targets in the air.

Mobile Structures

As their name suggests, these truly massive units are similar to mobile buildings. Very rarely taking part in battles, these units are in fact considered to be a number of linked segments — each of which has its own armour, structure and firepower — moving as a single whole. On the unit's card a structure map is used, each segment of which is represented by a numbered hexagonal section (which on the ground map equals an area 2'' in diameter).

Facing of mobile structures: These units are extremely slow in movement and may move in any direction without turning. For this reason such units have no "front", but for play purposes the front, side and rear arcs nevertheless exist. However, if a player wishes to change the facing of a ground or water-based mobile structure, it may turn only 60° in 1 movement phase (so to turn a mobile structure through 180° on land or water takes 3 turns).

Attacks on mobile structures. Mobile structures may be attacked in the same way as buildings (see Buildings, pp. 83–86), with an additional −4 modifier to the target movement modifier (as for an immobile target, reflecting the enormous size of this unit). Attacks are resolved against individual sections of the structure, not the unit as a whole; armour and structure damage is tracked section by section.

Critical hits to mobile structures. Critical hits to a mobile structure are also resolved section by section, not on the unit as a whole, using the table "Critical hits to mobile structures". Critical hits that stun or kill the gunners of a mobile structure affect only the weapons of the section affected (stunned gunners may not fire for one full turn after receiving this critical hit; killed gunners prevent the use of any weapon in that section). A critical hit to the weapons of a mobile structure reduces the overall damage value of the weapons of this unit in all ranges by 1 (this also applies to weapons that are covered by the special abilities LRM, SRM, TUR and so on). Critical hits to the ammunition of a mobile structure have no consequences if the mobile structure has no ammunition in that section; otherwise they start a fire in the building in that section (the rules for smoke and fire apply, see pp. 100–101).

Destruction of a mobile structure. Destroying a mobile structure requires the destruction of more than half of its sections, or a sufficient number of sections for the structure to break in two. Unlike other exceptionally large units, mobile structures cannot fire in directions that pass 2'' or more through the structure itself. Attacks against a mobile structure may not select as their target any segments to which the attacking unit has no valid LOS (generally this means that the central sections are not attacked at all, except by airborne units).

A destroyed mobile structure creates extremely large rubble, which covers the terrain beneath this mobile structure. If an airborne mobile structure is destroyed over the ground map, it crashes on the ground map, covering an area whose diameter is twice that of its longest section, and destroying all units, buildings, and woods or jungle in that area.

Movement of mobile structures. Mobile structures are designed to move over land, through the air or over water, but their enormous size allows them to ignore the terrain features that slow most other units. The table "Movement cost of mobile structures" gives the basic movement cost for ground and naval mobile structures. Airborne mobile structures follow the movement rules of airships.

DropShip Doors and Transport Special Abilities

Exceptionally large units are characterised by transport bays and bay doors, which are described as special abilities. These abilities are closely connected, determining the number and types of units that may be transported (indicated by these transport special abilities), and how many units of each type may be deployed per turn (indicated by the number of doors associated with the given bay).

Doors are tracked only for DropShips and larger transport units. Combat vehicles with the special ability "Infantry Transport" (IT#) do not track doors, and therefore may deploy some or all of their infantry units in a single turn.

When doors are tracked on a unit, the number of doors is given after the corresponding transport ability. For example, a DropShip with the special ability "AT6D2" has an aerospace transport bay with a capacity of 6 aerospace units (AT6), using 2 doors (D2).

A unit entering or leaving must use the doors belonging to the corresponding transport bay; 'Mechs must use the 'Mech transport bay (MT), and vehicles

the vehicle transport bay (VTM#, VTH# or VTS#) and so on. If a door serves a cargo transport bay (CT# or CK#), a unit of any type may use this door to enter or leave. Units may not enter (or leave) a transport unit that has no cargo bay of sufficient capacity (CT#), or no bay corresponding to the type of the entering (leaving) unit.

Non-infantry units are loaded into and unloaded from transport bays under the rules for transporting non-infantry units (see p. 63). Infantry units (including battle armour) use the rules for infantry transport given in the standard-level rules (see p. 32). Up to 2 units may enter or leave through the corresponding bay door in one turn.

For fuller details on the various transport bays and their abilities, see the descriptions of the corresponding types of transport bay (AT#, CK#, CT#, IT#, MT#, PT#, ST#, VTM#, VTH#, VTS#) in the section "Special abilities" (see pp. 104–109).

Table: Movement of mobile structures

TerrainCost of movement per 1''
Clear, paved, bridge, road1''
Rough, gravel, sand, tundra+0''
Light or dense woods / jungle+0''
Very dense woods / jungle+1''
Water: depth 0''+0''
Water: depth 1''–2''+1''*
Water: depth 3''–15''+2''**
Water: depth 16'' and more+0''**
Level change: 1''+0''
Level change: 2''+2''
Level change: 3'' or more+4''+
Buildings / walls: light, medium, heavy

* The cost of level change is not included. To enter water 3'' deep or deeper, a mobile structure must have the special ability SEAL. Water-based mobile structures run aground and become an immobile target in water less than 6'' deep.

** Only water-based mobile structures may enter such terrain.

+ Only submerged water-based mobile structures may change level so radically in water; ground-based mobile structures may not climb terrain more than 3'' high for 1'' of forward movement.

Table: Critical hits to mobile structures

2D6 rollMobile structure
2No critical hit
3No critical hit
4No critical hit
5No critical hit
6Weapon hit
7Gunners stunned
8Weapon hit
9Gunners killed
10Turret jammed
11Ammunition hit*
12Weapon hit

* If there is no ammunition in this section, there are no consequences of this critical hit; otherwise the section catches fire as a building (see Fire and smoke, pp. 100–101).

Boarding Actions

Exceptionally large units (including DropShips) may become the objects of boarding actions by infantry (including battle armour). The following rules help players resolve this process.

Boarding an exceptionally large unit. The boarding process of an exceptionally large unit begins with a grappling attack — either by an infantry transport unit that has delivered infantry, or by infantry moving under their own power. When attempting to grapple, the attacking unit may not carry out any weapon attack against the target.

Infantry transport units. Any non-large infantry transport unit that comes into base contact with a target exceptionally large unit (or is over the target, in the case of VTOLs and airships) may grapple the target to carry out a boarding action. VTOLs and airships may attempt to grapple exceptionally large units from above, but must do so while directly over the target or in base contact with it. All other unit types that can reach the target must be in base contact with it and be at the same height level.

Infantry units. Infantry units may attempt to board and gain control of an exceptionally large unit if they have foot, jump, motorised or VTOL running gear. If the target is a naval vessel, infantry with UMU movement may also attempt to board this unit, if this infantry can reach the depth at which the target is located. Ground-based DropShips may be boarded only at ground level, regardless of the running-gear type of the infantry unit.

Grapple check. Any unit that meets all the above requirements and finishes its end phase in base contact may, instead of an attack in the following combat phase, attempt to grapple the target. The grapple is considered successfully made on a 2D6 roll of 6 or more (8 or more if the target is entirely submerged). A successful roll attaches boarding grapples to the target, allowing the infantry to board the object. If the grapple check fails, the attacking units may repeat this action at the end of the movement phase of the next turn, provided they remain next to the target.

Maintaining and ending a grapple. A grappled unit may end the grapple on its own initiative during the end phase of any turn. If the target is not immobile, the grappled unit must make a grapple check each turn to maintain contact with the target. Such a check need not be made by infantry units that have successfully grappled and begun boarding the target.

Resolving boarding combat. Starting from the same combat phase in which the units grappled and found themselves aboard the target unit, boarding combat may begin. Boarding combat is not counted as a combat-phase action of the exceptionally large unit, because these units cannot target boarding parties inside them directly. Instead, the boarding infantry fight any defending infantry aboard the exceptionally large unit, as well as any crew that the unit deploys for its defence, or friendly reinforcements which this unit may receive through friendly boarding (see below).

All infantry defending the exceptionally large unit may fight the boarding infantry party as normal, treating all attacks as made at short range.

Boarding units may fight the defending infantry in the same way, or attack the exceptionally large unit itself. In both cases the damage inflicted by the boarding party is calculated as the damage value at short range (attacks against the exceptionally large unit itself succeed automatically and require no roll). Infantry units fighting in a boarding action may move as normal, but may not leave the exceptionally large unit, except to return to the grappling units.

If during a boarding action the exceptionally large unit used evasive movement (see p. 63), lifted off the ground (DropShips only) or collided with another unit or a terrain feature while the boarding action continues, all units taking part in the boarding action (both friendly and hostile) receive a +2 to-hit modifier to their attacks in that turn. As in ordinary ground combat, all infantry units taking part in a boarding action may make only 1 attack per turn.

If all defending infantry aboard a unit that has been boarded are destroyed, this unit passes under the control of the boarding party. In the following turn the captured unit begins to be controlled by the opponent, but its skill rating equals the skill rating of the most experienced infantry unit of the boarding party, with a +2 modifier.

If all units of the boarding party are destroyed, in the following turn the exceptionally large unit resumes its normal activity.

If the exceptionally large unit that was boarded is destroyed before the boarding action ends, all other units aboard it are destroyed along with it — friendly and hostile alike, and cargo as well.

Additional boarding rules. The following additional rules extend the play options for a unit defending against hostile boarding parties, when boarding resumes, and when resisting boarding.

Defending crew. Exceptionally large units that may become the objects of boarding normally defend themselves with the forces of infantry or crew aboard them. To do this, a unit with the special ability "Crew" (CRW#) may, voluntarily and temporarily, inflict on itself a critical hit — "Crew stunned" (or "Crew hit") — during the combat phase, in order to numerically reinforce the infantry defending against boarding parties. The number of additional infantry gained in this way equals the number given next to the special ability, and each of these infantry units has 2''f movement, 2 armour, 1 structure and a damage value of 1 point at short and medium range. If this same unit receives a second critical hit "Crew stunned" or "Crew hit" while the crew is already defending against boarding parties, the unit is considered to have received the critical hit "Crew killed"; it may not move, expend thrust or attack until its defending crew members return to their normal state. For them to return to their duties, the unit must remove as many defending infantry as the number next to the special ability CRW.

Friendly reinforcements. Using the same basic rules as hostile boarding units, friendly units may grapple and board an exceptionally large unit to reinforce its defence. The key difference is that a boarding action by any friendly unit is automatically successful if the units meet the necessary requirements for grappling and boarding.

Extended Ground Ranges

For the sake of playing a tabletop game, weapon ranges on the ground map are limited to 42'' at long range. By agreement of the players, 2 additional ranges may be added to the list of ranges, in which truly outstanding MechWarriors and vehicle crews may attack each other. These additional ranges may be used only by units that can inflict damage at long range, as described further below.

Aerospace units already have an extreme range among the ordinary ranges, but they may not use the horizon range.

Extreme Range

This rule may be used only by units that can inflict damage at long range. Extreme range for ground units lies between 42'' and 60''. The to-hit modifier for this range equals +6, and the damage value of any successful attack in this range equals the damage value of this unit at long range minus 1 (to a minimum of 0 points of damage). All other rules concerning line of sight apply at extreme range.

Units may not use overheat for attacks at extreme range unless they have the special ability OVL. The special ability C3 may still be used at this range, but regardless of how close the friendly unit with a C3 network is, the range modifier of +2 still applies and the consequences for damage are reduced.

Horizon Range

This rule may be used only by units that can inflict damage at extreme range (see above). Horizon range (also known as visible range) lies between 60'' and the edge of the ground map itself. The to-hit modifier for this range equals +8, and the damage value of any successful attack in this range equals half the damage value of this unit at long range, rounding fractions down (to a minimum of 0 points of damage). All other rules concerning line of sight apply at horizon range.

Units may not use overheat for attacks at horizon range unless they have the special ability OVL. At this range the C3 special abilities of any type have no effect on attacks.

Fire and Smoke

Fire is a common occurrence on the battlefield, but its use in Alpha Strike may considerably slow the pace of play. The rules below, for the creation, consequences, spread and containment of fire and smoke, are therefore left as an optional capability (like all the other rules in this chapter).

Resolving the Consequences of Fire and Smoke

When the consequences of fire and smoke are used, the following process for resolving fire and smoke is added to the end phase of each turn:

  • Step 1: Check for smoke dispersal.
  • Step 2: Smoke drift.
  • Step 3: Check for the spread of fire.
  • Step 4: Adding new smoke from existing fire.
  • Step 5: Check for the extinguishing of fire (including new fires).

Fires

In Alpha Strike there are 2 types of fire: those that begin deliberately, and those that begin by accident. The start of both types of fire is resolved by rolling 2D6 whenever terrain is affected by weapon fire (under these rules accidental hits on terrain occur when a unit stands behind partial cover and is missed with a MoF of 1 or 2 — in such cases the structure or terrain between attacker and target may catch fire — or when damage is inflicted on terrain, or with area-of-effect weapons, or by misses in indirect fire, or by attacks against units inside buildings, or because of the detonation of minefields). If the appropriate equipment or munitions are used, fires may start on almost any terrain.

The table "Fire" (see right) gives the base target numbers for starting fires for all common types of terrain. The number on the left of the slash is the target number for starting a deliberate fire, and the number on the right is the target number for starting an accidental fire. This target number is modified according to the conditions given in the section "Base target number for starting a fire" of this table (if no modifier is given for a condition, its modifier is taken as 0). Any base target number or modifier marked "NA" indicates conditions or terrain where a fire cannot start in the ordinary way. Attacks using "inferno" munitions (see pp. 76–82) automatically start a fire on any terrain and under any conditions, except vacuum, underwater or rapids.

Table: Fire

Base target number for starting a fire (deliberate / accidental)

WaterClearPavedRoughJungleWoodsBuildingHeavy industryMagma
NA11/11NA12/127/106/99/104/64/6

Target modifiers

ConditionTarget modifier
Terrain
Deep snow+3*
Geyser+3
Ice+4*
Mud+5*
Planted fields−2
Swamp+5*
Tundra+0*
UnderwaterNA
Atmosphere
VacuumNA
Residual

* Under these conditions the fire goes out on its own after 1D6 turns, unless inferno munitions were used.

** Under these conditions inferno munitions automatically start a fire (a fire from inferno under a tornado goes out automatically after 1 turn).

+ Inferno may set fire even to water surfaces (but not rapids), mud pits and paved surfaces.

Once started, a fire on the map is tracked with a 2'' diameter template, beginning from the point where the attack landed. Fires cannot spread if there is no wind at all. To determine the direction and strength of the prevailing wind, consult the rules for wind (see Wind, pp. 94–95).

Fire damage and consequences. Under these rules a fire affects units, terrain and buildings. The consequences are given below.

Fire damage to units. Units that track heat, on entering a burning area or moving through it, raise their heat by 1 point in the end phase of that turn. This heat applies to any heat caused by overheating attacks and damage to that unit. If a unit that does not track heat enters or passes through a burning area, it receives 1 point of damage instead of heat. Large, very large and super-large units in contact with fire receive 1 point of damage for every 2 inches of their length in contact with fire. DropShips and units with the special ability "Fire Resistant" (FR) ignore all these consequences. Mobile structures, however, may catch fire if they enter a burning area on a 2D6 roll with a base target number of 12 (applying all the relevant modifiers given in the table "Fire").

Fire damage to buildings and terrain. Fire reduces the CF of any building, or the TF of any terrain, by 2 points per turn (see Terrain conversion, p. 104). If the CF of a building or the TF of the terrain falls to 0, the fire ends. If the burning area contains no buildings or terrain with CF or TF, the fire ends on its own after 1 turn.

Spread of fire. In the end phase of any turn after a fire has started in an area, it may spread to another area in any flammable direction within an arc of 120° on the downwind side. Resolve this possible spread as the start of a fire with a check for deliberate arson, but with an additional modifier of +1.

A fire trying to spread in a non-flammable direction may jump over such terrain and ignite flammable terrain or structures at a distance of up to 2'' (multiplied by the current wind strength). However, a fire trying to jump obstacles of this kind must apply a further +3 modifier to the fire-starting roll in the intended area.

Extinguishing fires. Under these rules units may deliberately try to put out a fire in one of the following ways:

  • Attack with an area of effect: Any area-of-effect weapon (except those using inferno munitions) that inflicts 4 or more points of damage extinguishes the fire in the area of effect of that weapon.
  • Infantry firefighters: Infantry (including battle armour), in base contact with a fire template, may instead of an attack in that turn engage in fighting the fire. In the end phase of the turn spent fighting the fire, the unit rolls 2D6, applying a +1 modifier to the result for each additional infantry unit fighting the same fire. If the modified roll is 10 or more, the fire is extinguished.
  • Destruction of the source of combustion: The last way of fighting a fire is the rapid destruction of the terrain or buildings currently on fire. In this approach the unit trying to put out the fire targets the terrain or structure burning at that moment, and tries to reduce its CF or TF to 0.

Smoke

If there is no wind at all, smoke rises only above the burning terrain. Otherwise, in the end phase of each turn after the start of a fire, the smoke spreads and drifts in a strip 2'' from the fire, following the direction of the wind. While the fire lasts it continues to create smoke, which spreads downwind. Smoke templates are very helpful for tracking the spread and drift of smoke — each 2'' in diameter, one side of which represents heavy smoke and the other light smoke.

Light and heavy smoke. Heavy smoke is created by fires started by inferno munitions, or by fires that have spread into very dense woods/jungle, heavy or hardened buildings. All other fires create light smoke. Light smoke rises 2'' above the terrain beneath it and affects line of sight in the same way as light woods (giving a +1 to-hit modifier). Heavy smoke rises 4'' above the terrain beneath it and affects line of sight in the same way as dense woods (giving a +2 to-hit modifier).

Smoke drift. As stated above, smoke may drift across the battlefield in the direction of the prevailing wind, creating a 2-inch-wide strip of smoke 2'' long multiplied by the wind strength (see Wind, p. 94) — to a maximum of 6''. When smoke reaches this maximum distance, it disperses automatically.

Smoke dispersal. In addition to the dispersal described above, when smoke reaches the maximum distance of 6'' from the source of fire, smoke may disperse in the end phase of any turn after the turn in which it appeared. For all smoke not located over the fire, roll 2D6, adding +1 to the result at wind strength 2, +2 at wind strength 3, +5 at wind strength 4 and +10 for a tornado of any strength. If the result is 10 or more, the smoke plume thins, changing from heavy to light. If the smoke is already light, this smoke plume disperses.

Change of wind. If during play the wind changes strength and/or direction, all smoke must move in accordance with each change of wind strength and direction. If smoke templates are used, players must move them according to the change in wind strength or direction, following the basic rules above for smoke drift — except that in this case the smoke does not "stretch" from the source of the fire the maximum possible distance in the new direction. Smoke rising directly above the source of the fire is not affected by changes in the wind.

Hidden Units

Before the game begins the defender (and/or the attacker, depending on the scenario) may hide its units on the map. Each player must record the X-Y coordinates (see p. 89) of the places where its units are hidden, and note the direction of their front.

Until the player decides in the movement phase to move its hidden unit, hidden units are not counted when determining unequal numbers of units. If a player decides to move its hidden unit, it must reveal it at the start of its movement phase. If the player plans to attack with a hidden unit, it must reveal it at the start of the combat phase.

Concealing ground units. Most units may be concealed on the ground map (including airborne aerospace units that have landed). Large, very large or super-large support vehicles and landed DropShips may be concealed in buildings, underwater (where possible), and in any area in which, within a 1'' radius, the terrain covers 1'' of their height. Mobile structures and airborne units may not be concealed. In addition, no unit may be concealed in a clear or paved (road/bridge) hex, or on the surface of water. All other types of terrain and units are permissible.

Detection of hidden ground units. Hidden units remain hidden until they attack or move, or until a hostile unit comes into base contact with the hidden unit, or finishes its movement in base contact with it, or — if it has the special ability LRPB or PRB — ends its movement so that the hidden unit lies within the area of effect of those modules.

If a unit attempts to enter an area underneath the base of a hidden unit, that unit is detected. If this movement breaks the rules of stacking (see Stacking, p. 27), the unit breaking stacking ends its movement before this terrain.

Surprise attacks by hidden units. If a hostile unit moves within 2'' of a hidden ground unit, the hidden unit may immediately make a surprise attack. This attack may be strengthened by overheat. The base to-hit number for this attack equals the skill rating of the attacker, modified only by any uncancelled critical hits of the attacker. The damage is inflicted at once; however, until the end of this turn the attacking unit may not move, fire, give orders or respond to the demands of its commanders.

Minefields

Unless stated otherwise (as, for example, in the case of minefields laid by weapons), in Alpha Strike minefields of all types use a 2'' AoE template. Although the nature of minefields depends on the type of mines laid, the rules below apply to minefields of all types.

Minefields act as an area-of-effect weapon like artillery strikes, and therefore when detonated they damage all ground units within their area of effect. Airborne aerospace units, VTOLs and WiGE vehicles operating at a height of at least 2'' above the mined surface are not affected by minefields, but minefield detonations affect hovercraft and WiGE vehicles operating at heights below 2''.

Table: Hidden unit detection range

Probe typeRange
Light active probe6''
Active probe10''
Active probe "Bloodhound"16''

Table: Minefield density

DensityTarget number
55+
46+
37+
28+
19+

Because minefields are most often triggered by passing units, they make their "attacks" during the movement phase, and these "attacks" are resolved as detonations occur against all targets within the area of effect of the minefield. To determine damage and the probability of detonation, minefields are given a density value from 1 to 5. Unless stated otherwise, the chance of detonation equals the target number given in the table "Minefield density" for a 2D6 roll, and the damage inflicted by an exploding minefield equals its current density value. Each time a minefield detonates, its density is reduced by 1. As soon as the density of a minefield falls to 0, it is removed from play.

Apart from a minefield detonated on command, a minefield may explode only when a unit enters its area of effect. Units leaving a minefield do so without risk of detonation. For most minefields it is possible for multiple detonations to occur in a single turn, if several units pass through the same area.

Laying minefields. If the scenario rules or other conditions require minefields to be placed before the game begins, a player may lay such fields secretly, using the coordinate system of the playing field (see Coordinate system, p. 89), recording the central point of each such field on paper as X-Y coordinates.

Types of minefield. The various types of Alpha Strike minefield are considered in detail below. If the scenario does not specify a particular type of minefield, the player may consider such fields to consist of ordinary (traditional) mines.

Active mines. Such mines detonate and damage ground units in exactly the same way as traditional mines. In addition, however, such mines may detonate because of units using jump movement to move over them. When a jumping unit moves over an active minefield, make the detonation check as normal, but apply a −3 modifier to the roll result. If the resulting result equals or exceeds the target number for that field, the jumping unit detonates the minefield and receives damage together with all the other units within the area of effect of that minefield. Active minefields may detonate only because of this type of movement; VTOLs and WiGE vehicles at a height of 2'' or more are not affected by active minefields. All other units passing through an active minefield and using ground movement make the detonation check and damage resolution as if they had entered a traditional minefield.

Traditional mines. Whenever a ground unit enters the area of a minefield, the player must roll 2D6, making a check against the target number corresponding to the density of the minefield in the table "Minefield density". If the result equals or exceeds this target number, the minefield detonates, and the damage value equals its current density value. If the unit entering the minefield is infantry (including battle armour), apply a −1 modifier to the detonation roll; if the unit is a hovercraft or a VTOL operating at a height below 2'', apply a −2 modifier.

EMI mines. Electromagnetic-impulse (EMI) minefields are given the same density value as traditional minefields, and use the same target numbers and modifiers when determining detonation (on entering their area of effect). However, regardless of their density, EMI mines may detonate during play only once (in each 2'' area), and therefore after detonation their density always falls to 0.

Moreover, instead of inflicting damage on target units as traditional minefields do, EMI mines create a temporary ECM area with the coverage of a 6'' AoE template, which is hostile to all units (regardless of allegiance). This ECM "bubble" disrupts, until the end of this turn, all systems that may be affected by ECM (if the ECM/ECCM rules are used, see p. 91, this area of effect counts as the strength of 3 ECM modules). Any non-infantry unit affected by EMI mines receives, after this attack, a +2 to-hit modifier for 3 combat phases. In addition, units that track heat, on entering the area of effect of detonated EMI mines, automatically receive +1 to their heat level during the end phase after the detonation. Units that do not track heat receive 1 point of damage instead of heat.

Inferno mines. Such mines resolve the probability of a successful attack against any passing units in the same way as traditional minefields of the same density. Units that do not track heat receive damage from such mines equal to the damage from a traditional minefield of the same density. However, units that track heat and enter the area of such mines receive, instead of damage, 2 points of heat, which must be added in the end phase.

In addition to these consequences, if the fire and smoke rules are used (see pp. 100–101), the detonation of inferno minefields sets fire to their area of effect.

Controlled-detonation mines. Any of the above types of minefield may be marked as a controlled-detonation minefield. If at the start of the game a minefield has not been designated as a controlled-detonation minefield, it is resolved as a minefield of traditional detonation.

A controlled-detonation minefield does not explode from passing units, but on command from an active unit "friendly" to the player who owns this field, which has finished its movement phase with a direct LOS to this minefield. A hostile ECM module operating in this area does not affect the detonation signal of a controlled-detonation minefield. Each detonation of such a minefield reduces its density by 1.

When a controlled-detonation minefield is detonated, all units within the area of effect of this field receive damage or suffer other consequences, the same as those of an ordinary minefield of the same density; therefore controlled-detonation inferno minefields inflict 2 points of damage on detonation, while traditional controlled-detonation minefields inflict damage equal to their current density.

Targeting and Tracking Systems

In ordinary Alpha Strike play, units have a certain range of sensors and targeting systems, which generally give a very generalised effect on the course of combat. Instead, at the discretion of the players, some or all of the non-infantry units in their forces may be able to choose from a list of specialised targeting and tracking systems. These systems must be used throughout the scenario — except for variable-range targeting — and may not be switched off or changed (although they may be reconfigured between battles within the scenario).

The consequences of using specialised targeting and tracking systems are given below.

Long-range targeting. A unit using long-range targeting replaces its ordinary range modifiers for weapon attacks with the following: short range (+1), medium range (+2), long range (+3), extreme range (+4), horizon range (+6).

Short-range targeting. A unit using short-range targeting replaces its ordinary range modifiers for weapon attacks with the following: short range (−1), medium range (+2), long range (+5), extreme range (+7), horizon range (+10).

Variable-range targeting. This provides an exception to the rules forbidding targeting systems to be changed during play, but requires that such a unit have the special ability "Variable-Range Targeting" (VRT). This type of targeting system allows a unit, during the end phase of any turn, to switch between short-range, long-range or ordinary targeting.

Anti-aircraft targeting. Attacks by such units against airborne units of any type (including all aerospace units, VTOLs and airships, and WiGE vehicles operating at a height of 2'' or more above the terrain) receive a to-hit modifier of −2. Against all other targets (including aerospace units on the ground, and vehicles) a to-hit modifier of +1 applies.

Terrain Conversion

At the player's decision, a unit may direct its firepower at destroying certain terrain features within a 2'' AoE template, rather than at destroying other units or buildings. This action is called "terrain conversion"; if it succeeds, the existing type of terrain is converted into another.

The table "Terrain factor and conversion" gives the terrain factor (TF) for each type of terrain — the number of damage points that terrain can withstand before it is damaged or destroyed. Each point of damage inflicted by a unit's attack destroys 1 point of TF of the terrain. If a terrain feature (woods, buildings, paving and so on; see p. 85 for buildings) is present in the area, that feature must be destroyed before the terrain beneath it can be damaged. As soon as the TF of the target terrain falls to 0, that area is replaced with the new terrain given in this table. Note that any area converted to "sub-level (1'')" denotes terrain that is stripped away by direct damage. Note also that using weapons to convert terrain may lead to unintentional fire (see Fire and Smoke, pp. 100–101).

Units with the special ability "Saw" (SAW) and/or "Engineering" (ENG) may use this equipment to clear woods. A unit attempting to clear woods with this equipment must be in woods terrain. Such a unit refrains from ordinary attacks and automatically inflicts 3 points of damage on the woods without any risk of accidental ignition.

Table: Terrain factor and conversion

TerrainTFNew terrain
Clear / rough200Sub-level (1'')
Snow12Mud
Dirt road6Rough*
Gravel mountains0Rough
Gravel road15Rough*
Ice12**
Jungle25Rough
Magma crust9Liquid magma
Paved

* The road is still counted, but units must pay 1'' of movement for every 1 inch travelled along the road.

** If the terrain beneath is water, the area becomes water; otherwise the ice is removed from this area, and the terrain beneath it remains undamaged.

Special Abilities

Special abilities reflect additional features of a unit's actions arising from its equipment or the type of the unit. Although most of these features give units additional advantages, some of them may be a certain inconvenience or even a hindrance. If any special ability contradicts the basic rules of the game, the special ability takes precedence over the rules.

Units may have many special abilities. If two special abilities contradict each other, consult the detailed descriptions of these abilities to resolve the matter.

In advanced Alpha Strike the special abilities listed below apply. These special abilities supplement those discussed in the introductory and standard levels.

Special Ability Descriptions

The abilities are arranged by their English name, with their accepted abbreviation given in brackets. Special abilities whose name is followed by a number (#) have an effect based on the size of that number. Where several numbers separated by slashes are given next to the abbreviation, these values indicate the ability to inflict damage at short, medium and long range (for example a unit with AC 2/2 means: on a successful attack at short and medium range this unit may inflict 2 points of damage with its autocannon; a unit with AC 3/2/2 on a successful attack at short range may inflict 3 points of damage with its autocannon, and at medium and long range 2 points).

Active Probe (PRB). Units with an active probe have a fuller picture of the battlefield, allowing them to obtain information about targets without needing to be in contact with the target at short range. The effective range of an active probe is 18'', automatically giving its user the special ability "Reconnaissance" (RCN), and allowing it to detect hidden units (see p. 102), identify approaching sensor markers, or even discover the abilities of unknown hostile units that enter the area of this probe (see Concealment of unit information, pp. 87–89).

Hostile ECM systems, including the "Angel" module (AECM) and the ordinary ECM module (ECM), may suppress the abilities of an active probe.

Aerospace Transport (AT#). A unit with this special ability may carry, launch and recover the stated number of aerospace or conventional fighters (see Transport of aerospace units, p. 72).

Artillery (ARTX-#). This special ability allows a unit to make artillery attacks; in the abbreviation the symbol X stands for the type of artillery. Each different type of artillery carried by a unit is listed separately, with the number indicating the quantity of artillery of that type. For example, a unit with two Long Tom artillery pieces will have the entry ARTLT-2.

Refer to the table "Artillery abbreviations" below (for Arrow-IV missiles carried as bombs, see the special ability "Bomb" (BOMB#), p. 105).

Table: Artillery abbreviations

Type of artilleryAbbreviation
Arrow-IV (IS)AIS
Arrow-IV (Clan)AC
ThumperT
SniperS
Long TomLT
Cruise missile/50CM5
Cruise missile/70CM7
Cruise missile/90CM9
Cruise missile/120CM12
Thumper cannonTC
Sniper cannonSC
Long Tom cannonLTC

Autocannon (AC#/#/#/#). This unit is fitted with a considerable number of autocannons and may fire all of them together as an alternative to an ordinary weapon attack. This special ability allows the unit to use variant autocannon munitions to modify the results of the attack (see Variant munitions, p. 76).

BattleMech HarJel (BHJ). A 'Mech protected by HarJel ignores the additional chance of a critical hit caused by taking damage while operating underwater or in vacuum. The chance of a critical hit from ordinary structure damage (and from other sources) remains.

Bloodhound Active Probe (BH). Being an improved version of the ordinary active probe (PRB), the "Bloodhound" probe has exactly the same capabilities, but its range reaches 26''. This probe automatically suppresses the special ability "Reconnaissance" (RCN) and allows the detection of hidden units (see p. 102), identification of approaching sensor signals, or discovery of the abilities of unknown hostile units that come within its range (see Concealment of unit information, pp. 87–89).

In addition to these ordinary capabilities, "Bloodhound" is also not affected by the special abilities of the ordinary ECM module and light ECM module (ECM and LECM). At present only the "Angel" ECM (AECM) can suppress the abilities of "Bloodhound".

Booby trap (BT). This is a weapon of despair. A unit with this special ability devotes a considerable part of its weight to a self-destruction mechanism of catastrophic power, intended to inflict damage on all units in the vicinity. This mine may be activated in the combat phase instead of a weapon or physical attack. Once activated, this system automatically destroys the unit and strikes all units as an area-of-effect attack with a 2'' AoE template. When activated on the ground, all units in the area of effect receive damage equal to the size/weight class of the BT unit multiplied by half its movement. For example, an assault 'Mech with BT, having a movement of 6'', will inflict 12 (size 4 × [6'' movement ÷ 2] = 12) points of damage on all units in the area of effect.

Booby traps in the air. These mines, activated in the air by units on the radar map, have no effect on Alpha Strike play. Airborne units on the ground map, when this mine is activated, inflict damage in the area of a 2'' AoE template centred on a point (chosen by the player) on the flight path. All units on the ground map within the area of effect of this mine receive damage equal to the size/weight class of the BT unit. Thus, if a heavy aerospace fighter with BT inflicts no damage on the radar map, while flying over the ground map in the event of self-destruction it inflicts 3 points of damage on all units within the 2'' AoE template centred on a point on its flight path.

Bridgelayer (BRID). A unit with this special ability may lay a temporary bridge to cross gaps up to 2 inches wide. Several bridges may be joined together to lengthen an existing bridge. Deploying a bridge or lengthening it takes 1 turn, during which the bridgelayer may not move. After a bridge has been laid, the bridgelayer may move as normal. Deploying a bridge does not necessarily have to rest at both ends on firm ground; it may be deployed as a temporary dock extending into the water.

Bridges laid by bridgelayers are by nature temporary. Once a bridgelayer has laid a bridge, until the end of the scenario it cannot lay another bridge until it has removed the first. Taking up one of the temporary bridges may be carried out only by non-infantry bridgelayers and requires the unit to be in base contact with the bridge for the whole turn, and in the same turn no unit may pass over this bridge.

All bridges laid by bridgelayers automatically float on water, as they have built-in buoyancy devices in their structure. Bridges placed by non-infantry units with this ability receive a CF of 18 and can support size 3 units. Such a bridge may be the object of attack as a building, and collapses when its CF falls to 0. A bridge whose CF has fallen to 10 or less can support only size 2 units. A bridge whose CF has fallen to 5 or less can support only size 1 units.

If a unit whose size exceeds the permissible class of a bridge attempts to use it, the bridge collapses at once as soon as this unit enters it. All units on the bridge at the moment of its collapse fall and receive 1 point of damage for every 3 inches (or fraction) of difference between the starting and ending levels; critical hit rolls are made as normal. If as a result of the bridge collapse a unit falls onto forbidden terrain, it is destroyed.

Infantry bridgelayers. Infantry with this ability may erect a bridge, using equipment and spare parts they carry, but may do so only once per scenario. Infantry needs 2 turns to erect a bridge; the bridge receives a CF of 8 and can support units up to size 2.

Capital Weapons (CAP). These are huge guns, which can be seen only on truly grandiose objects, mobile structures and warships. Because

their use is practically confined to battles between units in orbital space and beyond, the use of such weapons goes beyond the ground battle presented in this book.

Nevertheless, in some exceptional circumstances such weapons may be used — consult the rules for deck and sub-deck weapons (see pp. 86–87).

Cargo transport, kilotons (CK#, Cargo Transport). This ability is identical to the ability "Cargo transport, tons", except that the numerical value for this special ability represents the cargo capacity in portions of 1,000 tons. This may also be a decimal value, so a unit with CK3.57 has a cargo capacity of 3,570 tons (1,000 t × 3.57 = 3,570).

Cargo transport, tons (CT#). Units with this special ability have bays and other internal spaces allocated for carrying bulky cargo, for example ammunition, supplies and so on. This space is usually not suitable for transporting combat-ready units such as vehicles, 'Mechs or infantry, and therefore such units may not be deployed or dropped under combat-drop conditions — but they may be carried as ordinary cargo (see Units as cargo, p. 64). This ability is usually found on DropShips and is always used together with the special ability "Door" (D#). The numerical value of this ability indicates how many tons of cargo this unit can transport.

Crew (CRW#). Units (other than DropShips) with this special ability may temporarily inflict on themselves the critical hit "Crew stunned", and DropShips may temporarily inflict on themselves the critical hit "Crew hit". This allows these units, when repelling hostile boarding parties, to deploy additional infantry as assistance, the number of which equals the value of this special ability. This dismounted infantry has 2''f movement, 2 armour points, 1 structure point and a damage value of 1 at short and medium range (see Boarding actions, p. 98).

Critical-Resistant (CR). A unit with this special ability is characterised by specific armour or other protective features, which reduce the probability and seriousness of a critical hit (including structure damage, the consequences of damage from armour-piercing weapons, and breaches of the hull in vacuum or underwater). Whenever an enemy attack forces this unit to make a roll on the critical hit table, apply a −2 modifier. Modified roll results of 1 or less count as "no critical hit".

Drones (DRO). Units with this special ability are unmanned units capable of movement and (sometimes) combat. Ground drones must be within 900'' of their controlling vehicles while the latter are not in the air or in orbit — in such cases their operating range for ground games is unlimited. In space, drones need only be within line of sight of their controlling units, because their effective range exceeds 100,000''.

Drones that come within the area of operation of a hostile ECM module are switched off during the end phase of the turn in which they entered that area. They remain in that state until the effect of the hostile ECM ceases. Drones switch on automatically in the end phase of the turn in which the effect of the hostile ECM ends. If the unit controlling a drone itself enters the area of operation of a hostile ECM module, all its drones are switched off until the effect of the hostile ECM ceases. In addition, if the line of sight from the unit controlling a drone to its drone passes through the "bubble" of an ECM module, the drone is switched off. To prevent this, satellite communication is often used to control a drone. If the unit controlling a drone is destroyed, all its drones are switched off for the rest of the game.

When outside the area of a hostile ECM module and under the control of its active unit (see below), drones may move, attack, fire from hidden positions and use special abilities as a unit of equal standing with the same running-gear type and abilities. The skill rating of a drone equals the skill rating of its controlling unit plus 1.

Drone Carrier Control System (DCC#). Units with this special ability may control units that have the special ability "Drone" (DRO). The numerical value of this ability indicates the number of drones this unit may control. All drones controlled by this unit are switched off if the controlling unit is destroyed, disabled or comes within the area of effect of hostile ECM modules.

Dune Buggy (DUN). A unit with this special ability may move freely over sand (see Extended terrain, p. 67).

Ejection Seat (ES). Using the onboard ejection system, the pilot of a unit with this special ability may leave its unit at any time. A pilot with an ejection seat also automatically ejects if its unit receives an ammunition critical hit and has no special ability CASE or CASE II (see Ejection, p. 91).

Door (D#). This ability indicates the number of entry/exit doors that the transport bays of a DropShip, small craft or support vehicles have. Each door is associated with a particular bay and in one turn may serve a limited number of units (see Transporting non-infantry units, p. 63).

Engineering (ENG). A unit with this special ability may clear woods in the same way as a unit with the special ability "Saw" (see Saw, p. 107). In addition, a unit with this ability may clear a path through boulders. Clearing a path 2'' wide takes 1 turn for a group of 4 or more units with this ability, 2 turns for a group of 3 such units, 3 turns for 2 units and 4 turns for 1 unit. Terrain cleared by such units does not actually change its type; clearing simply creates a narrow clear passage which the units may use to move across this terrain (for details see Terrain conversion, p. 104).

Drone (DRO). Units with this special ability are unmanned units capable of movement and (sometimes) combat. (See Drone Carrier Control System, above, and Drones, above.)

Environmental Seal (SEAL). A unit with this special ability may operate in hostile environments (including underwater, in vacuum and so on). Aerospace units, protomechs, combat vehicles and support vehicles built as submarines are automatically considered to have this ability.

Firefighter (FF). Such units may put out a fire within 2'' of their position. This action requires a 2D6 roll with a result of 8+, and is taken instead of a weapon attack. Reduce this target number by 1 for each turn that this unit spends fighting the fire, and for each unit participating in fighting the same fire (the maximum modifier to the target number is 3).

Flight Deck (FD). A unit with this special ability may be used as a landing place for aerospace fighters, conventional fighters, small craft, fixed-wing support vehicles, airship support vehicles or VTOLs.

Helipad (HP). A unit with this special ability may be used as a landing place by units with VTOL movement type.

Improved Narc Missile Beacon (iNARC). A unit with this special ability may make an additional weapon attack using an iNarc device. A unit hit by iNarc takes no damage from the ability itself, but instead takes 1 additional point of damage from any attacks made from hidden positions (IF), SRM or LRM — for as long as it is not within the area of effect of a friendly ECM module. The iNarc may be used for attacks up to and including medium range. Instead of its ordinary attack, iNarc launchers may fire special munitions (see Variant munitions, p. 76).

The numerical value of this ability indicates the number of additional attacks with iNarc beacons available for firing in a single turn.

Large (LG). Large units occupy an area of a 2'' AoE template. Large units block line of sight.

Light Active Probe (LPRB). This probe works in the same way as an ordinary probe, but its effective range is only 12''. Like the ordinary probe, when used the light probe automatically suppresses the special ability "Reconnaissance" (RCN) and allows the detection of hidden units (see p. 102), the identification of approaching sensor signals, or the disclosure of the abilities of unknown hostile units within its area of operation (see Concealment of unit information, pp. 87–89).

The abilities of the light probe may be suppressed by hostile ECM systems, including the "Angel" module (AECM) and the ordinary ECM module (ECM).

Light Target Acquisition Gear (LTAG). A unit with this special ability may "illuminate" targets for guided artillery strikes (see Artillery, p. 73) in the same way as a unit with an ordinary TAG. Light TAG may be used only at short range.

Long-Range Missile (LRM#/#/#/#). Such a unit carries a considerable number of LRM launchers and may fire them all together as an alternative weapon attack instead of an ordinary weapon attack. This ability allows the unit to use variant LRM munitions for various consequences (see Variant munitions, p. 76).

Maglev (MAG). This is a variation of the special ability "Rail" (RAIL) (see Rails, p. 108); units with this special ability may move only over rail terrain intended for maglev units.

Mech Transport (MT#). A unit with this special ability may transport, deploy and drop the stated number of 'Mechs. This ability is usually applied to DropShips and is always used together with the special ability "Door" (see Transporting non-infantry units, p. 63, and Drop troops, p. 90, respectively).

Mine Dispenser (MDS#). This ability allows a unit to create minefields in the area of its movement (see Minefields, p. 102). The number indicates the number of mine-dispensing devices on the unit. Each such device deploys a minefield of density 1. Repeated laying of mines in the same area increases the density of that minefield by the corresponding number of such actions; the maximum density is 5.

Minesweeper (MSW). A unit with this special ability automatically clears any minefields it is in base contact with at the end of its movement phase (see Minefields, p. 102). During the combat phase this minesweeper may not attack, but it must make a 2D6 roll to clear the minefield, applying a +4 modifier to the roll if the minesweeper is a non-infantry unit. If the result is 10 or higher, the minefield is cleared and removed from the map. On a result of 5 or less the minefield detonates with all its consequences in full. Any other roll result means the minefield is not cleared.

Missile (MSL #/#/#/#). A unit with this special ability is an aerospace unit equipped with deck-scale and/or sub-deck-scale missile launchers. Although this weapon counts as artillery when attacking ground targets, under these rules it may not use variant munitions.

For resolving combat with such weapons, consult the rules for deck and sub-deck weapons (see pp. 86–87).

Mobile Headquarters (MHQ#). An ordinary mobile headquarters is fitted with a wide range of special equipment for coordinating battles over large areas. This ability gives various advantages depending on its numerical value (see Front-line intelligence, p. 82).

Mountain Troops (MTN). Infantry with this special ability may climb 2'' for each 1 inch of forward movement during a turn.

Narc Missile Beacon (CNARC# or SNARC#). A unit with this special ability may make an additional weapon attack using a Narc device. A unit hit by Narc takes no damage from the ability itself, but instead takes 1 additional point of damage from any attacks made from hidden positions (IF), SRM or LRM — for as long as it is not within the area of effect of a friendly ECM module. An ordinary Narc launcher (marked as SNARC) has

maximum effective range of medium, while a compact Narc launcher (marked as CNARC) has a maximum effective range of short.

Instead of its ordinary attack, Narc launchers may fire special munitions (see Variant munitions, p. 76).

The numerical value of this ability indicates the number of additional attacks with Narc beacons available for firing in a single turn.

Paratroops (PAR). Such units are unloaded from airborne transport units (including aerospace units) as jump infantry.

Point Defence (PNT#). If a unit with this special ability is not shut down, it is protected by a point-defence system, which automatically strikes all missiles attacking it. Unlike the anti-missile system (AMS), the point-defence system may strike Arrow-IV missiles, deck or sub-deck missiles, and missiles fired using the special abilities IF, SRM or LRM.

Point defence has a 360° firing arc and always succeeds, so no to-hit roll is required. Point defence generates a number of "defensive damage points" equal to the numerical value of this ability. Thus a unit with PNT6 generates 6 points of "defensive damage" per turn. This damage is distributed among incoming missiles at the discretion of the defending player.

If an incoming missile would inflict no damage, any amount of defensive damage destroys that missile before it hits.

For all other incoming missiles, 1 point of defensive damage gives a +1 to-hit modifier to the roll for the attack by that missile, and halves the damage of that attack (rounding fractions down, to a minimum of 0 points). If 2 or more points of defensive damage are allocated to repel an incoming missile, this attack is fully repelled.

ProtoMech Transport (PT#). A unit with this special ability may transport, deploy and drop the stated number of protomechs. This ability is usually applied to DropShips and is always used together with the special ability "Door" (see Transporting non-infantry units, p. 63, and Drop troops, p. 90, respectively).

Rail (RAIL). A unit with this special ability may move only along rails.

Reactive Armor (RCA). A unit with this special ability is protected against damage from explosive substances, especially those inflicted by artillery and missile weapons. If a unit with this ability is struck by any area-of-effect weapon, or by a unit using the special ability ART, BOMB, MSL or FLK, halve the damage from these attacks before applying it (rounding fractions down). For any attacks against units with reactive armour from units with the special abilities IF, LRM or SRM, halve the damage of the attack for LRM or SRM in the corresponding ranges (rounding fractions up). If reactive armour reduces the damage to values below 1, treat this attack as having inflicted 1 point of damage.

Note that this damage-reduction effect also applies to ordinary attacks by units with such special abilities. Thus, if a unit that can inflict 4 points of damage at short range attacks a target with reactive armour, and the attacker has SRM 2/2, the damage inflicted will be 3 points (4 points in total − (2 ÷ 2) = 3).

Recon (RCN). This ability works together with the special ability "Mobile Headquarters" (MHQ#) (see Front-line intelligence, p. 82).

Reflective Armor (RFA). A unit with this special ability successfully reflects damage from energy weapons, including flamethrowers, but is considerably more vulnerable to physical attacks, area-of-effect weapons and armour-piercing hits. If a unit with this ability is the target of an airborne strafing attack, of an ordinary weapon attack by a unit with the special ability ENE, or of an attack using the special ability HT, halve this damage (or heat) before applying it (rounding fractions down, to a minimum of 1 point of damage or heat inflicted by an attack of this type). If, on the other hand, a unit with this ability receives damage from any physical attack, from an area-of-effect weapon, or from any attack using the special ability ART, BOMB, FLK or MSL, double the damage inflicted by that attack. For all other attacks against a unit with reflective armour, reduce the final damage inflicted by 1 point (to a minimum of 1 point).

Finally, all critical hits received by a unit with reflective armour apply a +2 modifier to the critical hit table of that unit. A modified critical hit result of 13 or more counts as "Engine hit".

Note that this damage-reduction (and increase) effect also applies to ordinary attacks by units with such special abilities. Thus, if a unit that can inflict 4 points of damage at short range attacks a 'Mech with reflective armour, and the attacker has HT2, the damage inflicted will be 3 points (4 − 1 = 3), plus 1 point of heat (HT2 ÷ 2 = 1).

Remote Sensor Dispenser (RSD#). A unit with this special ability may, in 1 turn, deploy 1 remote sensor per device (the number of deploying devices carried by this unit is given in the abbreviation of this special ability). Once deployed, such sensors are stationary and lie on the surface of the terrain. A remote sensor has no armour and is automatically destroyed in the end phase of any turn in which a hostile unit ends its movement in base contact with it.

On the other hand, this sensor may be destroyed if it receives 1 point of damage. Attacks against the sensor receive a to-hit modifier of −1. Any type of sensor may be carried as a bomb (occupying 1 bomb slot) by any unit with the special ability BOMB#.

Once deployed, remote sensors may be used to direct indirect fire from hidden positions or artillery attacks, as if they were a friendly unit, but an additional to-hit modifier of +3 applies.

Remote sensors may also detect units (see Hidden units, p. 102), if they are not within the area of effect of hostile ECM systems, including "Angel" (AECM) and ordinary ECM (ECM), which suppress their abilities.

Saw (SAW). A unit with this special ability may, instead of an attack, clear an area of woods (see Terrain conversion, p. 104).

Searchlight (SRCH). A unit with this special ability ignores to-hit modifiers in combat under darkness conditions (see Darkness, p. 92).

Short-Range Missile (SRM#/#/#/#). Such a unit carries a considerable number of SRM launchers and may fire them all together as an alternative weapon attack instead of an ordinary weapon attack. This ability allows the unit to use variant SRM munitions for various consequences (see Variant munitions, p. 76).

Small Craft Transport (ST#). A unit with this special ability may transport, launch and recover the stated number of small craft. This ability is usually applied to DropShips and is always used together with the special ability "Door" (see Transporting non-infantry units, p. 63).

Space Defense System (SDS-C #/#/#/#, SDS-CM #/#/#/#, SDS-SC #/#/#/#). Any unit (other than a DropShip) or structure with SDS weapons is a unit carrying large weapons designed almost exclusively for use against warships. This deck or sub-deck weapon is usually too large for effective use in a ground battle, and is normally reserved for targeting incoming DropShips and warships, although SDS missiles (SDS-CM) may be deployed as artillery.

In some exceptional circumstances such weapons may be used — consult the rules for deck and sub-deck weapons (see pp. 86–87).

Space Operations Adaptation (SOA). A unit with this special ability may operate in vacuum (see p. 92), but may not carry out an actual space flight.

Sub-Capital (SCAP). Sub-capital weapons are reduced-scale deck weapons used by warships and on SDS batteries. Their use likewise remains almost exclusively confined to battles between units in orbital space and beyond, and so is largely outside the scale of the ground games presented in this book.

In some exceptional circumstances such weapons may be used — consult the rules for deck and sub-deck weapons (see pp. 86–87).

Super Large (SLG). Super-large units occupy an area covered by a 6'' AoE template or larger. Super-large units block line of sight.

Target Acquisition Gear (TAG). TAG is used to designate targets for guided artillery strikes. A unit with this special ability may "illuminate" targets at short and medium range (see Artillery, p. 73).

Taser (MTAS# or BTAS#). A unit with the special ability MTAS# carries a 'Mech taser; BTAS# is the infantry (battle armour) taser.

For the special ability MTAS# the number indicates the number of taser weapons fitted to the unit, each of which may make 1 attack per turn against any targets within the firing arc of this unit and within short range.

For the special ability MTAS# the number also indicates the maximum number of taser attacks which this unit may make throughout the scenario.

All taser attacks are resolved separately and may be made in addition to the ordinary weapon or physical attacks of this unit.

A taser attack in itself inflicts no damage; a successful hit causes either malfunction or shutdown of any target that is not conventional infantry, a DropShip, or a unit with the special ability LG, VLG or SLG. Conventional infantry, DropShips and units with the special ability LG, VLG or SLG ignore the consequences of taser attacks entirely.

When a taser attack hits a target that may be affected by it, the attacker rolls 2D6, applying a −2 modifier if the special ability BTAS# is used; −2 if the target is a 'Mech; and +2 if the target is battle armour. On a result of 8 or more the target's reactor is shut down for 1 turn. On a result of 7 or less the target suffers interference for 1 turn, giving rise to a +1 to-hit modifier on all its attacks and control rolls (additional taser hits do not increase this effect).

Taser consequences dissipate in the end phase of the turn following a successful taser attack.

Trenchworks/Fieldworks Engineers (TRN). Each turn these infantry units may convert the area covered by a 2'' AoE template into an entrenched position. Attacks against infantry in an entrenched position receive an additional +2 to-hit modifier. This modifier does not apply to weapons with heat, inferno munitions or area-of-effect weapons.

Variable-Range Targeting (VRT). Units equipped with such a system may, in the end phase of any turn, switch between short-range, long-range or ordinary targeting systems (see Targeting and tracking systems, p. 103).

Vehicle Transport (VTM#, VTH# or VTS#). Vehicles are distinguished from other units by the type of bay needed to transport different weight classes. This special ability also indicates the maximum weight class of vehicles that the bay may hold, as described below:

  • Medium vehicle transport bays (VTM#) may serve units of size class 1 and 2 that do not have the special ability "Large" (LG), "Very Large" (VLG) or "Super-Large" (SLG).
  • Heavy vehicle transport bays (VTH#) may serve units of size class 1 to 4 that do not have the special ability "Large" (LG), "Very Large" (VLG) or "Super-Large" (SLG).
  • Super-heavy vehicle transport bays (VTS#) may serve units of size class 1 to 4, including those with the special ability "Large" (LG), but not those with the special ability "Very Large" (VLG) or "Super-Large" (SLG).

The full rules on how to drop and deploy non-infantry units from a transport are given in various places in this chapter. For airborne transport vehicles (including VTOLs and airships) see Transport of aerospace units, p. 72. For other non-infantry transports see Transporting non-infantry units, p. 63. For some transport vehicles the drop-troop rules may also be used (see p. 90).

Very Large (VLG). Very-large units occupy an area covered by a 4'' AoE template. Very-large units block line of sight.

Very-Short Takeoff and Landing (VSTOL). This ability allows a unit to take off and land in a much smaller space than is required for ordinary aerodyne aerospace units (see Aerospace units on the ground map, p. 70).

Applying Alpha Strike to Hex Maps

For players who do not have enough table space, or even a separate room, for terrain with miniatures, a convenient and simple alternative is hex-gridded maps (hex maps). For the convenience of players, Catalyst Game Labs publishes hex maps suitable for BattleTech games of both kinds, as high-quality separate HexPacks, and as downloadable files already prepared for printing as MapPacks. The rules below show how to convert Alpha Strike maps, which are based on movement and range expressed in inches, into hex maps.

Scaling Movement and Distances

The core of the conversion between terrain-based Alpha Strike and a hex map is the following rule: 2'' per hex and 1'' per level of height. A unit that can move 14''j may thus move a distance of up to 7 hexes on the map. For the purposes of firing arcs and attacks, each unit must be placed in a hex, and its facing aligned with a side of the hex (rather than a corner of the hex). Units that are larger than a single hex must at least be centred in one hex, or be placed in some other way so that it is clear which hexes they occupy.

Determining range. To determine ranges on a hex map, determine the shortest path to the target and count the hexes between the target and the attacker. Begin this count with the hex immediately next to the attacker's hex along the LOS, and include the target's hex in the count. The number of hexes from attacker to target obtained in this way is the range between them.

Weapon attacks in Alpha Strike on a hex map are made at the following ranges: short (0–3 hexes), medium (4–12 hexes) and long (13–21 hexes). Physical attacks of any type may be made only between units that are in the same hex or in adjacent hexes.

Base contact. Under the rules for hex games, a unit in an adjacent hex is considered to be in base contact.

Area-of-effect templates. The conversion of areas of effect follows the same approximations given above, with the AoE template always centred on the centre of a hex. Thus a 2'' AoE template will affect the target hex and all adjacent hexes. A 6'' AoE template will affect the target hexes and all hexes within 2 hexes of the target hex.

Line of Sight

To attack a target in a hex game, there must be a clear line of sight (LOS) between the target and the attacker. The LOS between them is defined by a straight line from the centre of the attacker's hex to the centre of the target's hex. Any hexes through which the LOS passes are considered to be in that LOS, even if the line merely touches the corner of a hex.

If the LOS passes strictly between the sides of a hex, the defending player determines through which hex the LOS passes, which means that all terrain modifiers on the chosen hex apply for any attacks between the two units (see Intervening terrain on hex maps, pp. 111–112).

When determining LOS, the hexes of the attacker and the target are not counted; they almost never affect LOS (for exceptions to this rule see Intervening terrain on hex maps, pp. 111–112).

Adjacent ground units. Units in adjacent hexes always have LOS to each other, until one of them is fully submerged in water and the other is not (see Terrain modifiers, p. 37). The same applies to buildings — if both units are in adjacent hexes of a building but at different heights, LOS may not exist (see Attacking units inside buildings, p. 85).

Airborne aerospace units and LOS. Airborne aerospace units always have LOS to each other.

Airborne aerospace units and non-aerospace units. All non-aerospace units (including aerospace units on the ground), which are not submerged in water, always have LOS to airborne aerospace units.

Aerospace units performing air-to-ground attacks may attack only those units that are not airborne, along the designated attack path, which must be a straight line of adjacent hexes across the hex map.

Terrain Levels and Unit Heights

For the purposes of determining LOS in a hex game, both terrain and units receive normal heights which define their three-dimensional aspects in the absence of measuring instruments and visual display. All the information below is summarised in the table "Unit heights".

Terrain levels. On hex maps published for BattleTech, the height (or depth) of any hex that differs from 0 is shown on the map itself. Hexes with levels above 0 are also described as hills, and hexes with levels below 0 are considered depressions (unless filled with water or something similar).

Woods/jungle. For the purposes of determining LOS, woods and jungle are considered to rise 2 levels above the terrain beneath the hex in which they lie, so that the tops of trees on a level 1 hill are at height level 3. Units occupying woods hexes are located on the terrain beneath the hex, not on the treetops, unless they are airborne (for example VTOLs).

Buildings. Buildings rise above the level of the terrain beneath the hex by the number of their storeys. For simplicity, a level 2 building on a level 4 hex has a roof at level 6 above the map.

Water. Water hexes descend a certain depth below the surface. The water surface is considered open terrain at the same level as the deepest point of that terrain; however, this depth represents a "floor" — the lowest point at which a unit may be located. Thus water intervenes in LOS only where units are partly or fully submerged. A 'Mech standing in water of depth 1, for example, is partly submerged (and as a result receives partial cover), since its lower part is under water and its upper part is above the water surface.

Other terrain features. Other terrain features and conditions mentioned in Alpha Strike follow the ordinary rules for determining LOS, with any predetermined terrain heights converted from inches to levels by the ordinary rules.

Unit heights. A unit rises above the terrain on which it stands; this height is counted in levels. When no height is stated for a terrain, it is assumed to be at level 0, the basic ground level of this tabletop game (there is also "sea level", the depth of level 0 if the hex is a water hex). Units determine LOS from their highest point, so a level 2 'Mech standing on top of a level 3 hill in fact has LOS from a height of level 5 above the ground map. Unit heights are subdivided as follows:

  • 'Mechs: 'Mechs rise 2 levels above the terrain level. Super-heavy 'Mechs rise 3 levels above the terrain level.

Table: Unit heights (hex maps)

Unit typeHeight*
'Mechs2 levels
Super-heavy 'Mechs3 levels
Protomechs, vehicles, infantry and fighters1 level
Submarines1 level
Large (LG) support vehicles and small craft2 levels
Very large (VLG) support vehicles3 levels
Super-large (SLG) support vehicles4 levels
Aerodyne DropShips5 levels
Spheroid DropShips10 levels
Mobile structuresVaries

* When determining the total height of a unit, add the unit's height level to the terrain level of the hex it occupies (or the height, in the case of airborne units); the height of aerospace units is not counted for LOS while they are airborne.

Protomechs, ground vehicles and infantry. Protomechs, most combat and support vehicles based on the ground, and infantry rise 1 level above the terrain they occupy.

Naval vehicles. When underwater, submarines subtract their depth from the surface of the water hex they occupy (normally depth 0), but then add 1 level, representing the depth of the hex they occupy. Thus a submarine operating at depth level 1 is considered to be underwater. Non-submersible ships and submarines at depth level 0 rise 1 level above the surface of the water.

Large vehicles and units occupying several hexes. Vehicles with the special ability LG, VLG or SLG, and other units occupying several hexes (including mobile structures, but not DropShips), rise 2 levels above the terrain they occupy, unless stated otherwise. The heights of DropShips are given below. If for any reason a unit occupying several hexes finds itself on terrain of different levels, the highest level of such terrain is used when determining LOS.

Airborne non-aerospace units. VTOLs and WiGE vehicles, or other units using the same movement modes (for example battle armour using VTOL movement), add their height +1 to the level of the terrain they occupy (+2 if the airborne unit has the special ability LG, VLG or SLG).

Ground-based aerospace units. When determining LOS, consider all fighters on the ground to be vehicles rising 1 level above the terrain they occupy. A small craft on the ground rises 2 levels above the terrain it occupies. For ground-based DropShips, consider aerodyne units to rise 5 levels above the terrain they occupy, and spheroid units 10 levels.

Intervening terrain on hex maps. Any terrain in hexes on the LOS between attacker and target — excluding the hexes occupied by the attacker and the target themselves — may be intervening. The key factor in determining whether an element of terrain is intervening is its height relative to the attacker and the target and the height of any terrain present. Only terrain that has height, for example woods and buildings, may intervene in LOS. For example, a boulder does not intervene, but the hex in which that boulder lies may (depending on the terrain level at that location).

For example, a 'Mech standing at level 0 and aiming at a vehicle parked on a level 1 hill must take into account a hex of intervening woods on level 0 terrain (since woods rise 2 levels above the terrain).

Terrain along the LOS between two hexes is considered intervening if any of the following conditions is met:

  • The terrain level or terrain feature is equal to or higher than the levels of both units.
  • The terrain or terrain feature is in a hex adjacent to the attacker and is equal to or higher than the attacker's level.
  • The terrain or terrain feature is in a hex adjacent to the target and is equal to or higher than the target's level.

Terrain modifiers. Until the intervening terrain blocks LOS (see below), this intervening terrain gives rise to the same to-hit modifiers as for the non-hex game of standard Alpha Strike. Note that any Alpha Strike terrain modifiers based on inch measurements must be converted to the hex representation, on the basis that 2 inches equal 1 hex.

Blocking terrain. Under certain conditions the following types of terrain block LOS:

  • Buildings and bridges: Intervening building hexes block any LOS passing through that building at any level. Bridges do not block LOS.
  • Woods/jungle: 3 or more hexes of intervening woods or jungle block LOS.
  • Hills: Intervening hills block any LOS passing through their hexes and height levels.
  • Water: Intervening water blocks LOS until both the attacker and the target are on the water surface or above it (or until both the attacker and the target are fully submerged and no other terrain intervenes).
  • Other units: With the exception of ground-based DropShips, mobile structures and units with the special ability LG, VLG or SLG, intervening units do not affect LOS or attacks. Ground-based DropShips, mobile structures and units with the special ability LG, VLG or SLG block any LOS passing through their hexes and height levels.

Partial cover ('Mechs only). Only 'Mechs (including super-heavy 'Mechs) may receive partial cover from terrain. Protomechs, vehicles and infantry cannot receive partial cover during a hex-map game, nor can large support vehicles, mobile structures, ground-based small craft and ground-based DropShips, or any other types of unit rising more than 1 level above the terrain they occupy.

To receive partial cover, a 'Mech must be in a hex adjacent to a hex whose height is 1 level higher than the level of the hex occupied by the 'Mech, and this rise must lie between that 'Mech and the attacker. The attacker must also have an LOS whose level is equal to or lower than the height of the target 'Mech; an attacker whose LOS begins above the height of the target 'Mech ignores the target 'Mech's partial cover. In other words, an attacker firing from above downwards ignores the partial cover of the target 'Mech (exception: see Water hexes, below).

The intervening obstacle that provides partial cover must be a type of solid terrain, for example a hill, a building or a landed DropShip. Bridges and woods do not provide partial cover.

Partial cover does not block LOS; it simply adds the partial-cover modifier to the attacker's to-hit number. The attack is then resolved as normal. If partial cover is provided by a building or a landed DropShip, attacks that miss the target with a shortfall of 2 points or less damage that building or DropShip (see Buildings and Aerospace units on the ground map, pp. 83 and 70 respectively).

The to-hit modifiers for an attack on a unit in partial cover are the same as in the ordinary non-hex game of Alpha Strike.

Water hexes. A water hex of depth 1 provides partial cover for a 'Mech standing in it. Because water surrounds the 'Mech on all sides, this partial cover applies even when the attacker is above the target. This means that units above water, for example hovercraft or WiGE vehicles, never have LOS to units submerged under water, even if they occupy the same hex. Vehicles: hovercraft and WiGE vehicles moving over water, amphibious vehicles and naval vessels operating on the water surface rise above the surface of the water hex by the number of levels given in the unit's height. Submarines may be at any depth or in water of any depth; their height for LOS purposes is based on the level of their depth.

Photo caption on the source page (not transcribed): the Kerensky Ancestral Name Chapel lies in ruins. But the Wolves held out against the Clans long enough to remove everything from this vault.

Alpha Strike Campaign Rules

The following rules are intended to help players put together a campaign consisting of linked battles and scenarios using the Alpha Strike rules. The sample campaign presented here is a simple planetary assault, in which one force acts as the attacking army and another as the defending army. The outcome of each battle of the scenario may affect the strength and logistical support of each of the remaining forces, providing an opportunity to gain loot or to repair, rather than simply determining a winner and a loser. Although throughout the campaign one side may not necessarily need to win all the battles in order to win the war in the end.

These rules are intended to be a basis and a balanced campaign for players. Players who intend to prepare a more elaborate campaign may devise their own moves and storylines.

Link system. This campaign uses the flexible link system of the "Chaos" campaign, which is used in many current BattleTech publications. Links published in many different books (for example Total Chaos) and in PDF-only files (for example the Turning Points series) may also serve as hints for an Alpha Strike campaign.

Warchest system. To represent the resources of the armies taking part in this campaign without very detailed elaboration of such matters as currency, medical care, supply and so on, this rulebook uses a system of warchest points (WP). These warchest points are an abstract representation of all the above-mentioned matters, and are used in the campaign to carry out repairs, acquire spare parts or pay for the various phases of each campaign. As a basic rule, each campaign link costs a certain number of warchest points to enter, and on its completion a reward is also given in warchest points. Additional elements of each link may increase or decrease these rewards, which are described in detail below.

Preparing the Campaign

The campaign in this chapter gives players the opportunity to focus their attention on a single campaign to storm a planet, in which one side acts as the attacking force and the other as the defending force of the planet. The task of conquering the planet is carried out by means of a series of battles, the outcome of which depends on who emerges as the winner. During the campaign an attrition factor may become decisive in determining victory or defeat, so players on both sides must carefully take account of the number of their units. As an additional element, players may add extra objectives at their discretion.

Creating the Force

In this campaign the players are divided into 2 sides: attacker and defender. Each side may then either use the sample army lists given in this book (see pp. 135–141), or take and select forces from our forthcoming supplements for Alpha Strike. The recommended force size for this campaign is approximately a battalion (36–45 units). Because the sample armies in this book are designed for roughly a company (10–12 units), a battalion size can be reached either by using these forces several times over, or by mixing army lists from different factions.

To make the forces roughly equal, a balancing mechanism must be used — for example the point system given in the army lists. Such an approach ensures a fairly even battle, and therefore the outcome of the battle will depend on the players' skill and tactics rather than merely on the size of the armies. If greater realism or difficulty is required, players may play out the campaign with unbalanced forces, seeing how tactics can surpass brute force — or succumb to it.

Campaign Turns

At campaign level each turn has 3 phases: the link phase, the outcome determination and logistics. These phases are explained in more detail below.

Link phase. During the link phase the battle itself takes place, from start to finish. The links presented in this book use the ordinary rules of Alpha Strike for resolution, with advanced capabilities used where needed. The links in this planetary-assault campaign begin on p. 121, with Meeting Engagement. They are followed by Breakthrough, Assault, Counterattack, Pursuit and Defence. This campaign always begins with a Meeting Engagement.

Before deciding which forces each side will use, players must first familiarise themselves with all the links. This helps all participants make an informed decision about deploying the main strength of their forces and about using scouts. After all, it is not always in an army's interest to send everything it has to hand into a single battle.

Outcome determination. On completion of a link, the players determine the outcome of the link that has just finished, and also determine which link will follow (if any). This phase also resolves any additional consequences of the link.

In this phase warchest point (WP) rewards are given, based on the outcome of the previous link. Because both teams must pay for their participation in the continuation of this campaign with a certain number of warchest points, as soon as one side is found to be short of these points, it loses its logistical support and faces defeat. If both sides cannot pay for their participation in the next link, the side with the lowest number of warchest points is considered to have lost the campaign (if this is also a draw, by default the defender wins).

The course of the campaign, based on the winner of each battle, is illustrated in the block diagram of the Alpha Strike campaign (the diagram is an image and is not transcribed). If the attacker wins, the next link is marked "A" (attacker); otherwise it is marked "З" (the Cyrillic letter for defender, as printed).

Logistics phase. This phase is the final part of the Alpha Strike campaign turn. In this phase players may use the simplified logistics rules given here, in the form of loot, repair or even the replacement of units between links. This may be done by using WP (recommended), or by some other system agreed by all players.

After this phase, if the opponents have the strength to continue, the campaign moves on to the phase of the next link.

The "Total Chaos" Campaign System

The rules of the "Total Chaos" campaign provide a framework for endlessly developing events, easily allowing players to use a mass of published links to create their own unique game, using forces of their own selection. Designed for games of 2 sides and for games with one of the players acting as game master, each link has a structure that allows players and the game master to create opponents and to add some additional specific conditions to the link. In addition, the warchest point (WP) system allows game groups to choose the direction of the campaign's course.

Because players decide which links they will play out, the "Total Chaos" campaign system can be replayed many times, using different links, forces and mission directions. Game masters and players may decide for themselves how detailed the campaign will be, and may add further scenarios for additional campaigns and auxiliary actions within the given direction of play. This will allow all players to experience the campaign differently and more fully.

Links

Each link focuses on a storyline or mission, on a single event or scenario.

Links are divided into several sections: Situation, Setup, Warchest Points, Objectives, Special Rules, Consequences and Next Link. These sections are explained below.

Situation. This gives the general situation: where and when this link takes place. The introductory part is presented as a brief literary insert, allowing players to understand the context of what is happening.

Setup. This gives a picture of the characteristics of the terrain and the sizes of the forces, and other elements allowing players to picture the environment more fully. If hex maps are used, this part of the link contains terrain tables which may be used when selecting the map sheets for the upcoming scenario.

Maps. As a basic rule, the map used in a link should match the size of the forces taking part. For Alpha Strike games where players may deploy armies up to battalion size on each side, a gaming table 4 feet by 6 feet is recommended. A larger ground map provides more room for tactical finesse such as flanking manoeuvres and allows long-range weapons to be used, while a reduced playing area will lead to a more desperate and bloody struggle.

A careful calculation of the playing space will allow both sides to feel more comfortable on the battlefield.

Players' forces. Each link determines the forces each player may deploy (called the "deployable force"), constituting a certain percentage of the total strength of the player's army (called the "total force"). This share must be used in play, where it must be balanced. In principle, players may use any game system, be it the point-value system, weight-class values, the number of units and so on.

Sometimes a link may go into more detail on the strength of one side's force relative to its opponent. When this aspect is disclosed, the same balancing mechanism must be observed to meet the general operating conditions of the link.

Because all force proportions are given as percentages, the links in this campaign may involve armies of virtually any size. The battalion size of forces given in the section "Creating the force" is merely a recommendation.

Disclosure of forces. Both teams must create their armies without knowing the composition of their opponent's force. The teams are revealed simultaneously during the game set-up, and after this they may not be changed. Until this moment, players need only observe the balancing metrics they have already agreed to use.

The only exception to this rule is if a team breaks the rules of the link concerning, for any reason, the size of the deployable force — for example deploying 51% of the total PV in its forces, when the rules of the link allow only 50%. In such a situation the team breaking this rule must change its force to the required figure. After this, the team which is not breaking the rules of the link may change its force in any way, adding, exchanging or removing units. These changes are permissible as long as they do not exceed the deployment rules for the given link.

If both teams break the deployment rules, they must change their forces and reveal their forces also simultaneously.

Example. When assembling a force for the link Pursuit (see p. 124), John found that his total force consisted of 12 'Mechs with a total value of 200 PV. Because the participants in this campaign have decided to use the PV system when assembling their forces, this means that John's deployable force — defined in the rules for this link as 75% — may not exceed 150 PV (200 × 75% = 150).

On the other hand, if the players decide to use the ordinary numerical approach to determine force sizes, John must then select 9 units out of 12 (12 × 75% = 9).

Warchest points. The Warchest Points section of each link describes how many warchest points (WP) the link costs and, if there are any, the list of additional bonuses which may be purchased to gain advantages. The cost of a link is an abstract quantity that encompasses travel, distance, time, reputation, logistical supply and other intangible assets concerning the force, needed to prepare for and take part in the events of that link.

Both teams must have a sufficient number of WP to pay the cost of the links in which they intend to take part. If a team does not have the required number of WP, it may either borrow WP (see WP on credit, p. 118), or surrender and lose the campaign by default. If both teams cannot pay for the link simultaneously, the campaign is won by the team with the greater remaining number of WP. If the remaining number of WP of both teams is equal and insufficient to acquire the link, the defender wins the campaign.

Teams do not have to use the options given in the Warchest Points section; the link may be played without them. However, if a team decides to use one or more options to improve its chances of victory, the WP cost of these options is added to the cost of the link and affects all of that team's actions in that link. During a link many options may apply, and their costs are added to the price paid by each side.

Objectives. The Objectives section sets out the goals in each link which the team must accomplish, with the bonus WP for achieving these objectives. Unless stated otherwise, these rewards are cumulative. Note that some objectives may also bring negative rewards, which is an indication to the player that it would be better not to accomplish these "objectives".

Note that an important part of this campaign is attrition: both teams may quickly expend their WP.

Special rules. This section states which special rules (if any) apply in this link. It gives special rules that were not given earlier in this book.

Consequences and next link. The Consequences section states the possible logistical support (see Logistics, p. 116) for each team. This is followed by the Next Link section, which lists the links available as subsequent links (based on victory in the current link).

Warchest Points System

The warchest point system is an abstract representation of the rewards and opportunities arising from the outcome of a battle. Going beyond simple pay, warchest points also represent such factors as renown, contacts, and the probability of being in the right place at the right time. In this interpretation the system represents potential opportunities, whether taking part in a particular battle, fighting under particular environmental conditions, or acquiring a BattleMech. It is the source of resources — both material and intangible — which a force must have in order to continue the campaign.

Beginning

Regardless of how many groups are at the game table, each force begins the campaign with 1,000 WP. This starting capital is used only to buy links, link options and other objects in the logistics phases between links. The starting capital is not used to acquire the initial forces.

At the end of each link, after the objectives have been determined, one or both sides are rewarded with a number of WP. The points obtained in this way are added to the total WP of the corresponding force.

Between links the players may use their WP to improve the skill of their personnel, to repair and re-equip their units, and to acquire other group abilities or equipment. All expenditure of WP must be made before the start of the next link. Players may not spend WP during a link, even if the link is divided into several mini-campaigns. Remember that the cost of the next link must also be paid out of the overall WP budget.

WP on credit. If a player's team does not have enough WP to acquire any available link, the team may take WP on credit in order to take part in one more link. WP may not be borrowed in order to acquire services, equipment and so on; WP may be borrowed only to buy one more link for its force.

During the link players receive WP, but they must first spend these to repay the debt, and only after a positive WP balance has appeared may these points be spent on something else. A player may not borrow WP twice in a row. If after the completion of a link the debt still remains, the player must begin selling off its assets until it can acquire the next link, or else it will be forced to accept defeat in the campaign.

WP Between Links

Because the warchest point system serves as an abstract method of accounting for forces and managing them, spending WP between links is simple. A player is free to add as much detail as it needs to manage its force; the rules given here merely allow players to create, with minimal loss of time, campaigns that take account of the general aspects of managing forces.

Converting warchest points into support points. To use WP between links, a player converts its WP into logistics support points (support points, SP). To do this, take the required number of WP and multiply it by 10. The resulting number is the support points available for repairing, buying, upgrading and improving the force. For example, a player with 800 WP available at the end of a link decides to spend 100 of them between links on repairs and upgrades; as a result it has 1,000 SP (100 WP × 10 = 1,000).

Converting support points into C-bills. The most universal currency in the BattleTech universe of most eras is the C-bill (C-Bill). Although this book does not generally discuss it, C-bills are an acceptable means of balancing forces in BattleTech games, especially where interaction with the Time of War role-playing system may arise. Players with access to BattleTech game materials which price goods, services and equipment in C-bills may not directly use warchest points — they must first convert them into support points, and then into C-bills. When converting support points into C-bills, multiply the SP by 10,000. C-bills may subsequently be converted back into support points simply by dividing the sum in C-bills by 10,000.

Repairs, Purchases and Re-equipping

Players may spend support points on repairing and buying new units or personnel. Any units whose armour and structure were not all intact after battles may be repaired. On the other hand, these units may be destroyed. In the Consequences section of any link one or both sides may be given the opportunity to take destroyed units from the battlefield as loot. These loot units may then be repaired using the same rules as for units that were not fully destroyed. To determine whether a given unit may be taken as loot, consult the rules for loot (see below).

When repairing, buying or re-equipping units, to determine the price of the relevant action based on the type of unit, use the table "Equipment repair, purchase and re-equipping" (see p. 120). For personnel, the table "Hiring and treating personnel" is used. For simplicity, as long as the player has a sufficient number of support points, repairs and treatment before the next link take place in full (unless the rules of the link specifically state otherwise).

All new and replacement personnel are considered recruits (skill rating 5), unless the player has spent additional support points on improving the skill of personnel to regulars (skill rating 4) (see Improving skill, below).

With the exception of units with the special ability ENE, every unit taking part in a scenario must be re-equipped in order to maintain full combat readiness. A unit that has not been re-equipped reduces the damage it inflicts in weapon (but not physical) attacks by 1 point in all ranges. Such a unit also may not use any special abilities designed for weapons (ART, BOMB, FLK, HT, IF, LRM, SRM, TOR and so on), or any special abilities that improve weapons using munitions (AMS, C3RS, MDS, any NARC abilities, RSD and so on). Aerospace fighters with the special ability ENE that have not been re-equipped may not use their special ability BOMB; in all other cases they are not affected.

Loot

A unit whose armour and structure circles have all been crossed out during play is, from a tactical point of view, considered destroyed; but for most such units there remains a chance that its remains will be taken as loot and repaired later. Depending on the specific rules of the link, loot may be available to the side that won the previous link.

If looting between links is permitted, any unit whose armour and structure have been completely crossed out has a chance of being taken as loot, unless it is conventional infantry (of any type), a crashed aerospace unit, or a unit of any type whose last circles were crossed out because of artillery or bomb damage.

For each "crossed out" unit the side that won the link makes a 2D6 roll. On a result of 9 or more the destroyed unit becomes loot and may be refurbished using support points, or stripped for parts at half its normal sale price (see Sale, below). If the result is 8 or less, the destroyed unit is no longer usable for anything at all.

Sale

Support points may also be obtained by selling units. Only units that have been fully repaired may be sold. To determine the sale price of a unit, find its purchase price in the table "Equipment repair, purchase and re-equipping", divide this number by 2, and then convert the support points back into warchest points by dividing the SP value by 10 and rounding fractions up. The resulting number is the number of points added to the total WP.

Improving Skill

Between links personnel who took part in the last link may improve their skills. Those who did not take part in the last link may also improve their skills, but this will cost three times as much as the price given in support points. In this way the possibility of gaining experience outside battle is reflected, through training, but this is always spread over time and requires greater expenditure.

Between links units may improve their skill by only 1 level, even if they have a sufficient number of SP. For example, a MechWarrior may improve its skill rating by reducing it by 1, but it may not improve it by 2 or more levels. To improve skills between links, use the table "Skill improvement".

Campaign Record Sheet with Warchest Points

Although players may keep track of their campaigns in any manner convenient to them, this book provides a campaign record sheet, which gives a precise picture of the situation in the campaign and which additional options are in use. The sheet also allows players to track the damage sustained in the link, the objectives completed, units taken as loot and so on.

Table: Alpha Strike campaign support points

Table: Equipment repair, purchase and re-equipping

ActivityCost in support points (SP)
Repair
Mech or fighter armour10 per 1 point*
Mech or fighter structure / critical hit20 per 1 point* or critical hit
Protomech armour and structure / critical hit25 per 1 point or critical hit
Battle armour armour and structure3 per 1 point
DropShip armour and structure / critical hit20 per 1 point* or critical hit
Vehicle armour / other5 per 1 point*
Vehicle structure / critical hit / other10 per 1 point* or critical hit
Purchase
Mech or fighterSize × 250**

* Multiply the SP cost by 2 for units of Clan technology.

** Size is the size class of the required unit: 1 = light, 2 = medium, 3 = heavy, 4 = assault (2× if LG, 4× if VLG, 8× if SLG).

Table: Hiring and treating personnel

ActivityCost in support points (SP)
Hiring
MechWarrior or fighter pilot30*
Protomech pilot (Clans only)500
Battle armour Point / Squad25*
DropShip crew200
Vehicle / small craft crew60
Conventional infantry (foot)100
Conventional infantry (motorised)200
Conventional infantry (jump)300
Treatment
MechWarrior or fighter pilot

Note: all personnel newly hired into a player's force are considered recruits (skill rating 5), unless SP were spent to improve their skill.

* Multiply the SP cost by 2 for units of Clan technology.

** Treating infantry removes damage from the unit, so the cost is based on the number of armour/structure points of that unit.

Table: Skill improvement

ActivityCost in support points (SP)
MechWarrior or fighter pilot skill improvement200
Protomech pilot skill improvement400
Vehicle crew skill improvement100
DropShip crew skill improvement1,000
Battle armour skill improvement800
Conventional infantry skill improvement500

Note: all skill improvements reduce the base skill rating by 1, to a minimum of 0.

* Multiply the SP cost by 3 if this unit did not take part in the previous link.

Campaign Links (Planetary Assault)

The links of the planetary-assault campaign begin here, with the first link, Meeting Engagement.

Meeting Engagement

Situation. Once again, into battle. They say that you only truly know your enemy after your first combat meeting with him. All this is so, all this is right, but it is not the whole truth. Of course, when your weapon first hits the one in front of you, you are not merely testing the maker of his armour. The flesh and blood hidden beneath it may soon tell you more than the metal.

But you certainly will not know your enemy until he is on the brink of death. Only then will you learn who he is.

Setup. At the first encounter of two forces it is rare for one side to gain a tactical advantage at once.

When using terrain, each team selects an equal number of terrain features, including hills, and places them on the playing area simultaneously. If a hex map is used, each team selects an equal number of map sheets for play and places them on the playing area simultaneously in any permissible configuration.

The defending force first chooses its home edge; the opposite edge becomes the home edge of the attacker.

Attacker. The attacker's force constitutes up to 33% of the total force of the attacking player.

The attacker enters from its home edge in initiative order.

Defender. The defender's force constitutes up to 33% of the total force of the defending player.

The defender enters from its home edge in initiative order.

Warchest points. Cost of the link: 100.

Options: The following options may be purchased by the sides in this link:

  • +100 Minefield laying (defender only): Reconnaissance teams have managed to place conventional minefields, the number of which equals the number of 'Mechs and vehicles deployed by the defender. All these minefields have a density of 1 (see Minefields, pp. 102–103).

Objectives. The following objectives must be accomplished in this link:

  • Make a name for yourself: The team that first destroys or immobilises (see p. 27) at least 50% of the opponent's units wins. [+200]

Special rules. The following special rules apply in this link:

  • Forced withdrawal: Both sides must follow the optional rules for forced withdrawal (see p. 27).

Next link. After the battle there is no loot for anyone. Until the end of this link no one may spend WP on repairing, replacing or re-equipping units.

  • Attacker wins: Breakthrough (p. 122).
  • Defender wins: Pursuit (p. 124).

Photo caption on the source page (not transcribed): a company of 'Mechs from the 22nd Avalon Hussars, Federated Suns (House Davion).

Editor's note: in the source the defender's block for this link (60% of the remaining total force) is printed at the head of the page above the link heading; it is transcribed here under Setup, where it belongs.

Defender. The defender's force constitutes up to 60% of the remaining total force of the defending player. Units used in the previous link may be used, but may not be repaired between links.

The defender deploys its whole force before initiative.

Breakthrough

Situation. The first forces have been thrown back, and we are on the march. Haste in almost everything, but discipline is at the proper level. Now everything seems too simple; we will advance further and outdo ourselves.

This is precisely the strategy in which the balance of all these nuances is the only path to victory. We will fall on the enemy with our whole mass!

Setup. The first battle is over, and the attacker has gained a serious advantage.

When using terrain, the terrain features are selected by the attacker, but placed by the defender.

If a hex map is used, the map sheets for this link are selected by the attacker and placed in any permissible configuration.

The defender first chooses its home edge; the opposite edge becomes the home edge of the attacker.

Attacker. The attacker's force constitutes up to 75% of the remaining total force of the attacking player. Units used in the previous link may be used, but may not be repaired between links.

The attacker enters from its home edge in initiative order, after the defender has deployed its whole force.

Warchest points. Cost of the link: 300.

Options: The following options may be purchased by the sides in this link:

  • +100 Cool nerves (attacker only): The attacker may automatically win initiative as many times as the number of companies (of 4 units each), Stars (of 5 units each) or Level II formations (of 6 units each) deployed at the start of this link (depending on the method of organising its formations that the player prefers). The attacker may use this ability after its initiative roll.

Objectives. The following objectives must be accomplished in this link:

  • Break through: The attacker must bring off the field at least half of the units with which it began this link, through the defender's home edge. If the defender immobilises or destroys half of the attacker's units before the attacker completes its task, the defender wins. [+200]
  • Hold the battlefield: If one team loses its entire force through destruction or withdrawal from the battlefield, its opponent retains the battlefield. [+100]

Special rules. The following special rules apply in this link:

  • Forced withdrawal: Both sides must follow the optional rules for forced withdrawal (see p. 27).

Next link. The side that holds the field at the completion of the link may take as loot any destroyed units. After this link both sides may use WP for repairs and so on (see WP between links, pp. 118–119).

  • Attacker wins: Assault (p. 123).
  • Defender wins: Counterattack (p. 124).

Assault

Situation. At last the final battle is coming. We have come here thanks to our previous victories. Now our enemy is at its most dangerous, for in the event of victory we will leave not one stone of it standing. And they have nowhere left to retreat.

Well, let us see who wins this time.

Setup. Inspired by its previous victories, the attacker has prepared to deliver its last, decisive blow against the enemy. The defender is pinned against the wall; where is there to turn?

When using terrain, the terrain features are selected and placed by the defender.

If a hex map is used, the map sheets for this link are selected by the defender and placed in any permissible configuration.

The defender first chooses its home edge; the opposite edge becomes the home edge of the attacker.

Attacker. The attacker's force constitutes up to 100% of the total force of the attacking player. Units used in the previous link may be used, but units taken as loot (if any) in the immediately preceding link may not be used.

The attacker enters from its home edge in initiative order, after the defender has deployed its whole force.

Defender. The defender's force constitutes up to 100% of the remaining total force of the defending player. It may not use either the units used in the previous link or the units taken as loot (if any) in the immediately preceding link.

The defender deploys its whole force before initiative.

Warchest points. Cost of the link: 300.

Options: The following options may be purchased by the sides in this link:

  • +400 Fire barrage, it's all over (attacker only): In addition to any artillery already held by the attacker (see Artillery, pp. 73–76), a further force equipped with 4 Arrow-IV launchers has positioned itself off the map, at a distance of 1 turn from the attacker's home edge. This artillery company may be used to conduct supporting artillery fire with Arrow-IV missiles, both homing and ordinary. After the defender has completed placing the terrain features, but before the defender deploys its force, 2 points of impact may be designated.
  • +200 Calling fire (defender only): In addition to any artillery already held by the defender, a further force equipped with 2 Arrow-IV launchers has positioned itself off the map, at a distance of 1 turn from the defender's home edge. This artillery group may be used to conduct supporting artillery fire with Arrow-IV missiles, both homing and ordinary. After the defender has completed placing the terrain features, but before the defender deploys its force, 2 points of impact may be designated.
  • +200 Unclear intentions (defender only): Up to 25% of the defending units may be deployed using the rules for hidden units (see p. 102).
  • +200 Many mines (defender only): During set-up the defender may secretly place conventional minefields (see Minefields, p. 102), the number of which equals the number of units deployed by the defender. The density of these minefields is 2.

Objectives. The following objectives must be accomplished in this link:

  • Conqueror: The attacker must immobilise or destroy all the defender's units, while losing no more than half of its deployed units. If the attacker loses more than 50%, the defender wins. [+600]
  • Hold the battlefield: If one team loses its entire force through destruction or withdrawal from the battlefield, its opponent retains the battlefield. [+100]

Special rules. No special rules apply in this link.

Next link. The side that holds the field at the completion of the link may take as loot any destroyed units. After this link both sides may use WP for repairs and so on (see WP between links, pp. 118–119).

  • Attacker wins: None. The attacker has won this campaign!
  • Defender wins: Counterattack (p. 124).

Editor's note: the source prints the Counterattack and Pursuit links on one page, with their sections interleaved in the text layer. Each link is transcribed below under its own heading, in the order its sections appear.

Counterattack

Situation. Our own mistakes brought us to this battle, and now we will try to correct them. We should still be glad that we have this chance. We are still alive, and we have a chance to crush our enemy. The moment of unstable balance has come, but we must beat the enemy before it beats us.

Setup. Despite the previous failures, the warring sides have come together in a battle which may change the course of the campaign in favour of some and to the detriment of others.

When using terrain, each team selects an equal number of terrain features, including hills, and places them on the playing area simultaneously. If a hex map is used, each team selects an equal number of map sheets and places them simultaneously in any permissible configuration.

Both players then roll for initiative. The winner first chooses its home edge; the attacker's home edge is opposite the defender's.

Attacker. The attacker's force constitutes up to 50% of the total force of the attacking player. Units used in the previous link may be used, as may any units taken as loot in the previous link.

The attacker enters from its home edge in initiative order.

Defender. The defender's force constitutes up to 50% of the remaining total force of the defending player. Units used in the previous link may be used, as may any units taken as loot in the previous link.

The defender enters from its home edge in initiative order.

Warchest points. Cost of the link: 100.

Options: No options may be purchased in this link.

Objectives. The following objectives must be accomplished in this link:

  • Hold the battlefield: If one team loses its entire force through destruction or withdrawal from the battlefield, its opponent retains the battlefield. [+100]

Special rules. No special rules apply in this link.

Next link. The side that holds the field at the completion of the link may take as loot any destroyed units. After this link both sides may use WP for repairs and so on (see WP between links, pp. 118–119).

  • Attacker wins: Breakthrough (p. 122).
  • Defender wins: Pursuit (p. 124).

Pursuit

Situation. The enemy's mistake has led to its flight. They badly underestimated us, and now we will inflict pain and suffering upon them. Only a fool would say that this victory will be final, but if we punish them now, we will defend better next time.

Setup. The initial exchange of blows has ended in success for the defender. The enemy is fleeing, and the defenders are hanging on its tail. Will the enemy be broken, or will the campaign turn back?

When using terrain, it is preferable to use a long rectangular area. The terrain features are selected by the defender and placed by the attacker. Two passable routes must be provided between the edges of the playing area, as far apart as possible. If this condition is not met, terrain features must be removed until it is met.

If a hex map is used, the map sheets for this link are selected by the defender and placed in any permissible configuration.

The defender first chooses its home edge; the opposite edge becomes the home edge of the attacker. These edges must lie on sides as far apart from each other as possible.

Attacker. The attacker's force constitutes up to 75% of the total force of the attacking player. Units used in the previous link may be used.

The attacker enters from the defender's home edge in initiative order, after the defender's deployment.

Defender. The defender's force constitutes up to 75% of the remaining total force of the defending player. Units used in the previous link may be used.

The defender enters from its own home edge 3 turns after the attacker's deployment, in initiative order.

Warchest points. Cost of the link: 300.

Options: The following options may be purchased by the sides in this link:

  • +100 Fire support, the enemy is close (attacker only): In addition to any artillery already held by the attacker (see Artillery, p. 73), a further force equipped with 2 Arrow-IV launchers has positioned itself off the map, at a distance of 2 turns of flight from the attacker's home edge. This group may be used to conduct supporting artillery fire with Arrow-IV missiles, both homing and ordinary. After the defender has completed placing the terrain features, but before the defender deploys its force, 2 points of impact may be designated.

Objectives. The following objectives must be accomplished in this link:

  • Break free of the noose (defender only): Immobilise or destroy at least 50% of the attacking units out of the total number of attacking units. [+300]
  • Hold the battlefield: If one team loses its entire force through destruction or withdrawal from the battlefield, its opponent retains the battlefield. [+100]

Special rules. The following special rules apply in this link:

  • Forced withdrawal: Both sides must follow the optional rules for forced withdrawal (see p. 27).

Next link. The side that holds the field at the completion of the link may take as loot any destroyed units. After this link both sides may use WP for repairs and so on (see WP between links, pp. 118–119).

  • Attacker wins: Counterattack (p. 124).
  • Defender wins: Defence (p. 125).

Defence

Situation. Of course they are unhappy that we have arrived here, but they still have not understood that a journey of many light-years means their death. Today we will end this conflict; however, despite their early failures, this task will not be simple.

We must win, but we must not underestimate the enemy.

Setup. Withdrawing from the pursuit, the remnants of the attacking force have reached positions prepared in advance. Will the hammer strike the anvil, or will it shatter into fragments before that?

When using terrain, the terrain features are selected and placed by the defender.

If a hex map is used, the map sheets for this link are selected by the defender and placed in any permissible configuration.

The defender first chooses its home edge; the opposite edge becomes the home edge of the attacker.

Attacker. The attacker's force constitutes up to 100% of the total force of the attacking player. Units used in the previous link may be used, as may any units taken as loot in the previous link.

The attacker enters from its home edge in initiative order, after the defender has deployed its whole force.

Defender. The defender's force constitutes up to 100% of the remaining total force of the defending player. Units used and not destroyed in the previous link may be used. Units taken as loot (if any) in the immediately preceding link may not be used.

The defender deploys its whole force before initiative.

Warchest points. Cost of the link: 300.

Options: The following options may be purchased by the sides in this link:

  • +200 Crucial support (attacker and defender): In addition to any artillery already held, a further force equipped with 2 Arrow-IV launchers has positioned itself off the map, at a distance of 1 turn of flight from the player's home edge. This group may be used to conduct supporting artillery fire with Arrow-IV missiles, both homing and ordinary. After the defender has completed placing the terrain features, but before the defender deploys its force, the defender may designate 2 points of impact (the attacker may not designate such points).
  • +200 Unclear intentions (defender only): Up to 25% of the defending units may be deployed using the rules for hidden units (see p. 102).
  • +200 Even more mines (defender only): During set-up the defender may secretly place conventional minefields (see Minefields, p. 102), the number of which equals the number of defending and attacking units that may be deployed. The density of these minefields is 4.

Objectives. The following objectives must be accomplished in this link:

  • Defeat: The defender must immobilise or destroy all the attacker's units, while losing no more than half of its deployed units. If the defender loses more than 50%, the attacker wins. [+600]
  • Hold the battlefield: If one team loses its entire force through destruction or withdrawal from the battlefield, its opponent retains the battlefield. [+100]

Special rules. No special rules apply in this link.

Next link. The side that holds the field at the completion of the link may take as loot any destroyed units. After this link both sides may use WP for repairs and so on (see WP between links, pp. 118–119).

  • Attacker wins: Counterattack (p. 124).
  • Defender wins: None. The defender has won this campaign!

Editor's note: the Clan Invasion era chapter opens with a historical overview of the period (3049–3062), a faction overview and a note on private alliances. These are setting background, not rules, and are not transcribed here (see the source note in the Table of Contents). The optional rule that follows is transcribed.

Clan Invasion Era: Special Rule, The Clan Concept of Honour

When the Clan Invasion of the Inner Sphere began, Clan warriors and their technology had an overwhelming advantage in many battles. Despite this, in order to achieve technological and martial superiority on their resource-poor worlds, the Clans ritualised war with the aim of minimising expenditure beyond what was necessary and sufficient. This led to the concept of Clan honour, particularly in the practice of bidding before the battle itself and the duel practice known as Zellbrigen.

Bidding. Bidding is a competitive practice within each Clan, in which commanders who promise to carry out an assigned task bid to do so with the smallest possible force. When fighting opponents from the Inner Sphere, Clan commanders made it a rule to field no more than half the strength of their opponents' forces, since the Clans' leading technology and training made them more than twice as strong as any opponent. Clan officers who felt they could win with forces even smaller than the minimum — a level known as the "trim" — were granted the right to lead the battle, and their renown in the event of victory was enormous.

Although the tactics of the Inner Sphere during the Clan Invasion eventually weakened this tradition, players may still reflect this practice in their games, by reducing, when fighting against an opponent from the Inner Sphere, the size of any force built from a Clan faction army list. If several players use a Clan-type force, they may conduct the bidding more carefully, each declaring a specific number of units with which they hope to win the scenario; in that case the right to lead the battle goes to the player who declared the smallest force. To run the bidding process, the Inner Sphere player must declare the size (but not the composition) of its force, leaving the Clans their bidding toys.

The winner of the bidding is permitted to fight with a force smaller than it declared when bidding; however, it gains the right to make all initiative rolls for its side and to select all the units for the Clan force which will be deployed under its command. From these units the winner of the bidding must choose one to represent itself on the battlefield, and the player with the next-largest force must choose another unit to represent itself on the battlefield.

Bidding and gameplay. The scenario is subsequently played out as normal, but if the unit representing the winner of the bidding is destroyed or immobilised, the player who had the second-largest declared force may call in reinforcements equal to the difference between the total size of the Clan force — including all destroyed or defeated units — and its last declared force. These reinforcements are chosen from the same army list that the winner of the bidding used, but the selection is made not by the winner but by this player. Then, in the movement phase of the following turn, these reinforcements enter from the Clan player's home edge.

If this player is destroyed or immobilised before the winner of the bidding, these reinforcements may neither enter nor serve as reinforcements for any Clan player holding the next-largest declared force.

Bidding and rewards. If players use any system of counting — including warchest points — in a battle in which bidding is used, and the Clan side wins, the Clan player may receive an additional 5% for every full 10% by which its force is below the size of its opponent's force (up to a maximum reward bonus of 50%). However, if the Clan force in a scenario in which bidding was used is numerically superior to its opponent, any reward for victory is automatically reduced by 25%. The ratio of Clan forces to opposing forces is based on the number of units permitted by the scenario at its conclusion.

Example. In a scenario in which a force of the Jade Falcon Clan, under the control of players Ben and Paul, clashed with a force of House Steiner, under the control of players Bill and Mike, the Clan officers decided to use bidding to determine who would lead the battle. All the participating players decided to use the army lists presented in this book, under which the Falcons may choose up to 10 units, and the Steiners have a ready-made company of 12 units.

Ben, in the best traditions of imitating the Jade Falcons, declares: "I am Ben of the Jade Falcon Clan! Which House Steiner forces will oppose our unmatched might?"

After the laughter subsided, Bill said that the whole Steiner force (a company of 12 'Mechs) would be put up for defence. Ben nodded, thanking Bill, turned to Paul and declared that he would defeat these "spheroid suratsu" with 8 BattleMechs. Paul laughed at him (also imitating the Jade Falcons) and declared that he would overcome these "Steiner scum" with 5 BattleMechs. Ben — who had perhaps already played against Bill before — made no reply to this, so command of the Falcon force passes to Paul.

So Paul has to fight the 12 'Mechs of Bill with only his 5 'Mechs. Paul chose 5 'Mechs from the Jade Falcon army list, and during the scenario will make all initiative rolls for the Jade Falcon team. One of the selected units, the Masakari (Warhawk) Prime, will by his decision act as the command unit. As his own machine Ben chose the Thor (Summoner).

If Paul's Masakari is destroyed before this scenario ends, and Ben's 'Mech is still in play, Ben may call up to 3 units as reinforcements for the Clan side (5 of Paul's 'Mechs + 3 of Ben's 'Mechs = Ben's last declared force of 8 'Mechs).

In this scenario the winners receive 1,000 warchest points. If the Falcons, with Paul's 'Mechs — which make up 42% of the Steiner force's strength (5 ÷ 12 = 0.4167) — win, the Clan force receives an additional 25% of this reward, because Paul's declaration was at least 50% smaller than the size of the opposing force (but not 60%; 100% − 42% = 58%; a reward bonus of 5%, multiplied by the 5-fold reduction in steps of 10% below the opposing force, equals a bonus of 25%). Paul's victory will in such a case bring 1,250 warchest points.

If, however, Paul is defeated and Ben wins, calling in reinforcements of 3 units, the size of the additional bonus falls to 15%, because Ben's force of 8 'Mechs makes up 67% of the Steiner force, which in turn means only a 3-fold reduction in steps of 10% below the opposing force (100% − 67% = 33%; a reward bonus of 5%, multiplied by the 3-fold reduction in steps of 10% below the opposing force, equals a bonus of 15%). Ben's victory will thus bring the Clan force a reward of only 1,150 warchest points.

Zellbrigen. Apart from bidding, which brings honour to Clan commanders, the Clans also developed a set of rules of personal honour, most clearly demonstrated by the concept of Zellbrigen. Zellbrigen is by no means simply the choice of an opponent for an individual confrontation and —

than a personal challenge to a further confrontation with him without choosing a new target before the current one is destroyed. Many Clans showed varying degrees of adherence to Zellbrigen, which by the end of the Clan Invasion era was usually discarded when fighting against an opponent from the Inner Sphere.

The rules below show how the basics of the Zellbrigen concept are reflected in Alpha Strike games; however, it must be noted that they apply only to forces built using Clan army lists. Inner Sphere forces are not obliged to follow the Clan duelling tradition; however, because it allows Clan technical superiority to be neutralised by massed fire on a single target, many "spheroids" laugh at the Clans and act this way out of a spirit of contradiction.

Declaring a challenge. Under Zellbrigen, only a Clan unit that is not fighting an active opponent may declare a new target. The target is declared in the combat phase, simultaneously with a weapon attack. From a technical point of view, Clan units consider it more honourable to choose an opponent that is their equal or better, so there is little honour in an assault 'Mech challenging, say, a conventional infantry unit. If there is no other unit to choose except one that is in some way inferior to the attacker, the Clan unit may choose either to challenge this target or to wait for another, more honourable target.

Cancelling a challenge. A duel is cancelled if the opponent evades the challenge for 3 consecutive turns, or receives help from any friendly unit at least once while the duel is in progress. Under these rules, to evade a challenge a unit must deliberately block LOS to the challenger or move beyond the range of its weapons. To receive help, another unit on the evader's side must attack the challenger, or the challenger must come under fire from an area-of-effect weapon used by the opposing side.

Once a duel is cancelled, the challenger may choose another target, or ask for help to dispose of its current opponent.

Cancelling Zellbrigen. If in a scenario either side constantly breaks Zellbrigen duels, the Clan player using Zellbrigen may declare the whole enemy force "dezgro" (dishonourable) and cancel the Clan rules of combat for all its units. If the bidding rules are used (see Bidding, p. 133), the Clan player may even call in reinforcements equal to the difference between its declaration and the declaration preceding it, in order to deal with the dishonourable enemy (if these reinforcements have not already been called in).

Maximum Zellbrigen. With the strictest adherence to Zellbrigen, Clan MechWarriors (but not vehicle crews or infantry) refuse physical combat and therefore may not make any physical attacks in scenarios where Zellbrigen is used. Moreover, with the strictest adherence to Zellbrigen, Clan warriors of all types do not retreat and therefore may disregard the rules for forced withdrawal.

Maximum Zellbrigen is a rare occurrence even in the Clan Invasion era, but it is not unheard of. It was practised mainly by the Jade Falcon and Smoke Jaguar Clans against opponents who were not Inner Sphere mercenaries, or by all the Clans when fighting one another. Players using these rules may decline to follow the conditions of "maximum Zellbrigen" if they do not want to do so themselves.

Clan Invasion Sample Army Lists

The sample army lists are printed as image tables. They are transcribed below from the page images, column by column: unit type, size, move, damage (S/M/L), overheat value (OV), armour/structure, point value (PV) and special abilities. Lance labels are given in English, as printed in the source.

Clan Invasion: House Liao company (377 PV)

Command lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
AWS-9M Awesome48"4/4/318/441
MR-V2 Cerberus48"6/6/307/445AMS
EMP-6A Emperor46"j4/4/219/445

Combat lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
HUR-WO-R4L Huron Warrior210"2/3/305/228
THR-1L Thunder310"5/5/107/339AC 2/2/0, CASE
CTF-3L Cataphract310"3/3/206/332

Pursuit lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
CDA-3F Cicada216"j2/2/104/225ENE
CLNT-2-3U Clint212"j2/2/112/320ENE
RVN-3L Raven112"2/2/003/224

Clan Invasion: House Kurita company (371 PV)

Fire support lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
AS7-K Atlas46"3/3/3210/445IF1, OVL, CASE, AMS
APL-1M Apollo28"2/3/306/534IF2
THG-11E Thug48"4/4/208/641

Cavalry lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
DRG-5K Grand Dragon312"2/3/205/330IF1, CASE
DRG-5K Grand Dragon312"2/3/205/330IF1, CASE
DAI-01 Daikyu310"3/4/306/335

Pursuit lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
DWO-1K Daimyo210"3/3/104/325
PNT-10K Panther18"j2/2/103/320CASE
JR7-K Jenner114"/8"j2/2/012/320

Clan Invasion: House Davion company (370 PV)

Command lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
AS7-RS Atlas46"3/4/1110/848IF1
GUN-1ERD Gunslinger46"/4"j5/5/308/450ECM, PRB, RCN
BL-6-KNT Black Knight38"3/3/127/639

Strike lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
CLNT-2-3U Clint212"j2/2/112/320ENE
DV-7D Dervish210"j3/3/205/534LRM 1/1/1, IF1, CASE
HCT-5S Hatchetman28"j2/2/115/226

Pursuit lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
CN9-D Centurion212"2/2/205/226FLK 1/1/1, IF1, CASE
SCB-9A Scarabus120"2/1/003/120ENE, TAG, MEL
STH-1D Stealth218"/14"j3/3/005/233

Clan Invasion: House Steiner company (363 PV)

Assault lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
BNC-5S Banshee48"4/4/418/442
ZEU-9S Zeus48"3/4/307/640IF1, CASE
STK-5S Stalker46"3/3/247/438

Cavalry lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
FLC-8R Falconer310"j3/4/316/338
BH-K305 Battle Hawk110"j3/3/003/121AMS
BSW-X1 Bushwacker210"3/3/205/330

Pursuit lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
NGS-4S Nightsky212"j3/3/005/228ENE, MEL
VT-5S Vulcan216"/12"j2/2/103/222CASE
WLF-2 Wolfhound112"3/3/104/325

Clan Invasion: House Marik company (389 PV)

Guard lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
ON1-M Orion38"3/4/207/336LRM 1/1/1, FLK 1/1/1, IF1, CASE, SNARC
GLT-5M Guillotine38"j4/4/106/638CASE
HRC-LS-9000 Hercules310"3/3/207/335

Fire support lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
ALB-3U Albatross48"4/4/327/441FLK 1/1/1, IF1, CASE
AWS-9M Awesome48"4/4/318/441
TMP-3M Tempest38"j5/5/207/341

Strike lance

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
TR1 Wraith214"j3/3/005/330ENE
ZPH-1 Tarantula116"j2/2/002/116
ANV-3M Anvil310"/6"j3/3/005/534

Note: the guard lance label in the page image is partly legible; it is transcribed as "караульное копьё".

Clan Invasion: Jade Falcon Binary (386 PV)

Battle star

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
Gladiator (Executioner) B410"/8"j5/5/209/552CASE, OMNI, AMS
Mad Cat (Timber Wolf) A310"7/7/318/452CASE, OMNI
Thor (Summoner) Prime310"j4/4/406/441

Strike star

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
Black Lanner Prime218"3/3/215/335IF1, CASE, ECM, OMNI
Loki (Hellbringer) Prime310"4/4/234/440OVL, CASE, ECM, PRB, RCN, OMNI, AMS
Black Hawk (Nova) A210"3/3/315/3

Clan Invasion: Clan Wolf Binary (408 PV)

Battle star

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
Daishi (Dire Wolf) A46"7/8/5010/559CASE, OMNI, AMS
Gladiator (Executioner) Prime410"/8"j4/4/409/550CASE, OMNI
Kingfisher Prime48"6/6/319/754

Cavalry star

Unit typeSizeMoveDamage (S/M/L)OVArm/StrPVSpecial abilities
Mad Cat (Timber Wolf) Prime310"5/5/418/449LRM 1/1/2, IF2, CASE, OMNI
Dragonfly (Viper) Prime216"j3/3/004/228CASE, OMNI, AMS
Ryoken (Stormcrow) C212"4/4/206/335

End of the sample army lists as printed (pp. 135–141). The printed page 142 onward is the setting section ("The BattleTech Universe", printed pp. 142–155) and the credits; neither is transcribed (see the source note in the Table of Contents).

  • Swamp
  • Extremely Rough Terrain
  • Tundra
  • Rubble, Large
  • Water (Advanced Representation)
  • Woods (Advanced Representation)
  • Bogging Down
  • +2'' (submarines in water)
    Level change per 1'' of level+4'' (infantry, ground vehicles)
    VTOLCombat or support vehicles with VTOL movement type only
    WheeledCombat or support vehicles with wheeled movement type only
    WiGECombat or support vehicles with wing-in-ground-effect movement type only
    Aerospace (units)All conventional fighters, aerospace fighters, small craft and dropships
    Jump
    j
    Motorisedm
    +heat level
    Was the spotter for indirect fire from a hidden position⁹+1
    'Mech attack by infantry: attacker is conventional infantry+3
    Target is carrying battle armour+3¹⁰
  • No: The target unit is destroyed. If this unit was carrying other units (for example infantry), all those units are also destroyed.
  • Question 6: Does the target have the special ability BAR, or is it an aerospace unit, and does the damage from a single attack exceed its threshold value?
    • Yes: Make one roll on the Critical Hit Determination table (see Step 7: Critical hit roll, p. 40). The attack is over.
    • No: Go to Question 7.
  • Question 7: Is the target a vehicle?
    • Yes: Make one roll on the Movement System Critical Hit Determination table (see Step 7A: Movement system damage roll, p. 42). The attack is over.
    • No: The attack is over.
  • 8Weapon hitNo critical hitNo critical hit
    9No critical hitMovement system hitWeapon hit
    10Fire-control system hitUnit destroyedWeapon hit
    11Engine hitWeapon hitCrew killed
    12Unit destroyedWeapon hitEngine hit
    10Engine hitNo critical hit
    11Fire-control system hitEngine hit
    12Crew killedCrew hit
    Water: depth 2''–3''+1''⁷Ground, infantry F, industrial 'Mechs⁶ ⁸
    Water: depth 4''–10''+6''⁷Ground, infantry F, industrial 'Mechs⁶ ⁸
    Water: depth 11''++8''^7,9Ground, infantry F, industrial 'Mechs⁶ ⁸
    Rapids+1''As water of the same depth
    Level change (up or down): per 1'' of elevation+1'' (BattleMechs, protomechs)—
    Level change: per 1'' of elevation (VTOLs in the air)+1''—
    Level change: per 1'' of depth (submarines in water)+1''—
    Level change: per 1'' of elevation (infantry, ground vehicles)¹⁰+2''—
    Buildings: light¹¹ ¹⁷+1''Airborne, naval, rail
    Buildings: medium¹¹ ¹⁷+2''Airborne, naval, rail
    Buildings: heavy¹¹ ¹⁷+3''Airborne, naval, rail
    Buildings: hardened¹¹ ¹⁷+4''Airborne, naval, rail
    Deep snow¹²+1''Wheeled
    Gravel mountains¹²+1''Naval, rail
    Hazardous mud pits¹²As waterAs water
    Heavy industry¹³+0''/+1''Naval, rail
    Ice¹²+1''Naval
    Jungle: light¹⁷+2''Vehicles
    Jungle: dense¹⁷+3''Vehicles
    Jungle: very dense¹⁷+4''All except infantry
    Magma: crust¹²+0''Infantry, naval, rail, wheeled
    Magma: liquid¹²+1''All except 'Mechs
    Mud¹²+1''Naval, rail
    Planted fields+0''Naval, rail
    Rails¹⁴+0''/+1''Naval
    Rough terrain+1'' ¹⁷Naval, rail, wheeled
    Extremely rough terrain¹⁷+2''Naval, rail, wheeled
    Rubble¹⁷+1''Naval, rail
    Rubble, large¹⁷+2''Naval, rail
    Sand¹²,¹⁵+0''/+1''Naval, rail
    Swamp¹²,¹⁶+1''/+2''Naval, rail
    Tundra¹²+0''Naval, rail
    Cruise Missile/50ART-CM51700''82''
    Cruise Missile/70ART-CM73060''11/26''
    Cruise Missile/90ART-CM94080''16/66''
    Cruise Missile/120ART-CM125100''22/146''
    Infantry mortar artillery**ART-BA68''22''
    Artillery cannons: ThumperART-TC28''12''
    Artillery cannons: SniperART-SC24''22''
    Artillery cannons: Long TomART-LTC40''32''
    ART-AIS, ART-AC, ART-T, ART-S, ART-LT
    Inferno-IV+0See rulesART-AIS, ART-AC
    Smoke munitions+0See rulesART-AIS, ART-AC, ART-T, ART-S, ART-LT
    Thunder or Active Thunder+0See rulesART-AIS, ART-AC
    Autocannons
    Armor-piercing+1+0*AC
    Flak−2+0*AC
    Flechette+0+0*AC
    Precision+0/−2*+1/0*AC
    Tracer*+0*AC
    Bombs
    Arrow-IV air-to-air+0*2BOMB
    Arrow-IV+0+0BOMB
    Inferno (advanced rules)+0+0BOMB
    Laser-guided−2*2BOMB
    Light Arrow-IV air-to-air+0*1BOMB
    Rocket launcher+0*+1BOMB
    TAG+2N/ABOMB
    Thunder+0MinesBOMB
    Torpedoes+0+0*BOMB
    Narc / iNarc
    ECM+0+0*iNARC
    Explosive+0*CNARC, SNARC, iNARC
    Haywire+0+0*iNARC
    LRM / SRM
    Heat-seeking+0/−2*+1/+0*LRM, SRM
    Inferno+0*SRM
    Magneto-pulse+0+0*LRM, SRM
    Mine-clearing+0+0*LRM, SRM
    Semi-guided+0/−2*+1/+0*LRM
    Smoke+0+0*LRM, SRM
    "Swarm" / "Swarm-I"+0+0*LRM
    Dual-purpose charge+0+0*SRM
    Thunder+0*LRM
    31–50 (40)
    4
    8
    4
    4
    Ground target designated by a friendly TAG−2
    Smoke: light+2**
    Smoke: dense+1
    Snow and hail: light to heavy+1
    Wet snow+2
    Blizzard+0
    Wind
    Wind strength 0 to 2+1
    Wind strength 3+2
    Wind strength 4+2**
    Tornado, F1 to F3+3**
    Tornado, F4+4**
    Tornado, F5[value not present in the text layer; see editor's note]
    +0''
    Buildings / walls: hardened+1''
    Buildings / walls: heavy industrial+1''
    +5**
    Thin+3
    Dense−2
    Very dense−4
    Temperature
    Cold+1
    Heat−2
    Wind
    Wind strength 2+1
    Wind strength 3+2
    Wind strength 4+4
    Tornado (any)NA**
    Rain
    Light to heavy+1
    Downpour+2
    Snowfall and hail
    Light to moderate snow+1
    Wet snow+1
    Blizzard+2
    Special ability / consequence
    Indirect fire (IF)+1
    Heat (HT)−2
    Inferno munitionsAutomatic+
    Spread of fire
    Downwind+1
    Across water / paved surface+3 (for a distance of 2'')
    60
    Rough
    Asphalt road45Rough*
    Planted fields9Rough
    Sand30Sub-level (1'')
    Tundra21Rough
    Woods20Rough
    ProtomechSize × 50**
    Battle armour200*
    Vehicle / otherSize × 100**
    Re-equipping
    Standard ammunition rules10
    Advanced ammunition rules (see p. 76)50
    200*
    DropShip crew / other150*
    Vehicle / small craft crew500
    Conventional infantry (any)60 per 1 point**
    FLK 1/1/1, CASE
    CPLT-C1 Catapult38"j2/3/215/533LRM 1/1/1, IF1
    FLK 1/1/1
    VND-3L Vindicator28"j2/2/205/428CASE
    CASE, ECM, PRB, RCN, TAG, SNARC
    JA-KL-1532 Jackal114"1/1/113/117AMS
    SRM 2/2, CASE
    HTM-27T Hatamoto-Chi48"3/3/218/639SRM 1/1, CASE
    CASE
    LNC25-01 Lancelot312"3/3/115/330ENE
    CASE
    MON-66 Mongoose116"2/2/003/222ENE, PRB, RCN
    ENE, PRB, RCN
    JM6-DG JagerMech38"4/4/304/330CASE
    FLK 1/1/1, CASE, MEL
    ENF-5D Enforcer210"j2/2/205/226FLK 1/1/1, CASE
    PRB, RCN
    JVN-10P Javelin112"j2/2/002/318—
    IF1, CASE, AMS
    PPR-5S Salamander48"3/5/408/446LRM 2/3/4, IF4, CASE
    AC 1/1/0, IF1, CASE
    BZK-F3 Hollander110"2/2/202/318
    ENE
    COM-5S Commando112"2/2/002/215CASE
    FLK 1/1/1, AMS
    HMR-3C Hammer110"4/4/103/325
    HER-5S Hermes II212"2/2/104/323
    ENE, ECM
    TBT-7M Trebuchet210"j3/3/204/229LRM 1/1/1, IF1, CASE, SNARC
    FLK 1/1/1, IF1, CASE, OMNI
    Cauldron Born (Ebon Jaguar) D310"5/5/416/442CASE, OMNI
    Vulture (Mad Dog) Prime310"4/4/425/338LRM 1/1/2, IF2, CASE, OMNI
    34
    CASE, OMNI, AMS
    Uller (Kit Fox) Prime112"3/3/203/223CASE, OMNI
    Hankyu (Arctic Cheetah) Prime116"/12"3/2/103/229IF1, CASE, ECM, PRB, RCN, OMNI, TAG
    IF1, CASE, OMNI
    Loki (Hellbringer) Prime310"4/4/234/440OVL, CASE, ECM, PRB, RCN, OMNI, AMS
    Man O'War (Gargoyle) A410"4/4/337/443OVL, ENE, OMNI
    FLK 1/1/1, CASE, OMNI
    Fenris (Ice Ferret) Prime216"3/3/205/233CASE, PRB, RCN, OMNI
    Dasher (Fire Moth) Prime126"3/3/001/117SRM 1/1, CASE, OMNI