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BATTLETECH TM
ALPHA STRIKE TM
PREVIEW 1udson order #4927772
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IntroductIon 6
Alpha Strike Basics 6
Alpha Srike vs. toal Warare 7
Wha’s Needed o Play Alpha Srike 7
Alpha Strike at a Glance 8
Addiional maerial 8
Introductory AlphA StrIke 10
Components 11
the Uni Card 11
Setup 11
Choosing Ary Liss 11
Placing terrain 12
Playing the Game 12
Sequence o Play 12
Vicory Condiions 13
Movement Phase 13
terrain 13
Juping 14
Combat Phase 14
Resolving Weapon Aacks 15
Resolving Physical Aacks 19
Overheaing 20
End Phase 20
Daage 20
Hea 20
Special Abilities 21
Special Abiliy Descripions 21
StAndArd AlphA StrIke 22
Components 22
Addiional Gae ters or Sandard Alpha Srike 22
Setup 23
Choosing Scenario types 23
Choosing Forces 24
Placing terrain 25
Playing the Game 25
Sequence o Play 25
Vicory Condiions 26
Forced Wihdrawal (Opional) 27
Movement Phase 27
Unequal Nuber o Unis 27
terrain 28
Addiional moveen Rules 32
Combat Phase 33
Resolving Weapon Aacks 34
Resolving Physical Aacks 42
Overheaing 44
End Phase 44
Daage 44
Hea 44
Special Abilities 45
Special Abiliy Descripions 45
C3 Neworks 49
AbStrAct AeroSpAce SyStem 52
Conrol Rolls 53
Aerospace Setup 53
the Radar map 53
Placing Aerospace Forces on he Radar map 54
Abstract Aerospace Gameplay 54
Absrac Aerospace moveen 54
Abstract Aerospace Combat 55
Resolving Aerospace Air-o-Ground Aacks 55
Resolving Aerospace Air-o-Air Aacks 58
Resolving Ground-o-Air Coba 60
End Phase 60
Ending Air-o-Air Engageens 61
Aerospace Daage 61
AdvAnced optIonS 62
Advanced Movement Modes 62
Clibing 62
Evading 63
Leaping 63
Inenional Falls ro Above 63
Sprining 63
transporing Non-Inanry Unis 63
Advanced Terrain 64
Bridges 64Buildings 64
Deep Snow 64
Gravel Piles 65
Hazardous Liquid Pools 65
Heavy Indusrial 65
Ice 65
Jungle 65
maga 66
mud 66
Planed Fields 66
Rails 66
Rough, Ulra 67Rubble, Ulra 67
Sand 67
Swap 67
tundra 67
Waer (Expanded) 67
Woods (Expanded) 69
Bogging Down 70
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3
introduction
introductory
alpha strike
standard
alpha strike
abstract
aerospace system
advanced options
alpha strike
campaign rules
era setting:
the clan invasion
the battletech
universe
Aerospace Units on the Ground Map 70
Aerodyne Unis 70
Spheroid Unis and Airships 71
Landing Rolls 72
Aerospace Uni transpors 72
Parial Cover 73
Artillery 73
On-Board Arillery vs. O-Board Arillery 73
Resolving Arillery Aacks 74
Alternate Munitions 76
Alernae Arillery muniions 76
Alernae Auocannon muniions 78
Alernae Bob muniions (Bobs/Aerospace
missiles) 78
Alernae Narc/iNarc Pods 79
Alernae LRm/SRm muniions 79
Battleeld Intelligence 82
Baleeld Inelligence Raio 82
Baleeld Inelligence Benes 83
Buildings 83
Building types 83
moveen Eecs 84
Aacking Buildings 85
Walls 86
Capital and Sub-Capital Weapons 86
Airborne targes 86
Ground targes 87
Concealing Unit Data 87
Blip Couners 87
Concealing Record Shees 89
Coordinate System 89
Creaing a Coordinae 89
Dropping Troops 90
General Dropping Rules 90
High-Aliude Drops 90
Low-Aliude Drops 90
Zipline Drops 91
ECM/ECCM 91
Ejection/Abandoning Units 91
Environmental Conditions 92
Aospheric Densiy 92
Darkness 92
Earhquake 92
Elecroagneic Inererence (EmI) 93
Graviy 93
teperaure 94
Wind 94
Oher Condiions 95
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Exceptionally Large Units 96
Line o Sigh 96
Facing Sides and Firing Arcs 96
mobile Srucures 96
Bay Doors and transpor Special Abiliies 97
Boarding Acions 98
Expanded Ground Ranges 99
Exree Range 99
Horizon Range 99
Fire and Smoke 100
Fires 100
Soke 101
Hidden Units 102
Hiding on he Ground 102
Surprise Aacks ro Hidden Unis 102
Mineelds 102
mineelds a Seup 102
mineeld types 102
Targeting and Tracking Systems 103
Terrain Conversion 104Special Abilities 104
Special Abiliy Descripions 104
Converting Alpha Strike to Hex Maps 110
Convering moveen and Disances 110
Line o Sigh 110
terrain Levels and Uni Heighs 111
Inervening terrain on Hex maps 111
AlphA StrIke
cAmpAIgn ruleS 114
Setting up the Campaign 115Force Creaion 115
Capaign turns 115
The Total Chaos Campaign System 116
tracks 116
Siuaion 116
Warchest Point System 118
Geing Sared 118
Warches Poins Beween tracks 118
Skill Advanceen 119
Warchest Campaign Record Sheet 119
Tracks 121
meeing Engageen 121
Breakhrough 122
Assaul 123
Couneraack 124
Pursui 124
Deense 125
erA SettIng:
the clAn InvASIon erA 126
the Clan Invasion 126
the Bale o tukayyid 127
the marik-Liao Oensive 127
the Reusal War 127
the Second Sar League 128
the S. Ives War 128
the Firs Cobine-Doinion War 128
Key Conicts and Campaigns 129
the Clan Invasion 129
the marik-Liao Oensive 129
the Reusal War 130
Operaion BULLDOG 130
the S. Ives War 130
the Firs Cobine-Doinion War 131
Factional Overview: Clan Invasion Era 132
Special Alliances and Eniies 132Special Rule: Clan Honor 132
the bAttletech unIverSe 142
A History o War 142
Colonizing he Sars 142
the Age o War 143
the Sar League 143
the Succession Wars 143
the Clan Invasion 143
Civil War Era 144
the Word o Blake Jihad 144
the Dark Age 144The Realms o Power 145
House Davion (Federaed Suns) 145
House Kuria (Draconis Cobine) 145
House Liao (Capellan Conederaion) 145
House marik (Free Worlds League) 146
House Seiner (Lyran Alliance) 146
CoSar 146
Word o Blake 146
the Clans 147
the Periphery 147
Universe ters 148
BattleTech Resources 154Core Rulebooks 154
technical Readous 155
Plo Sourcebooks 155
Hisorical Sourcebooks 155
maps, terrain, and miniaures 155
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5
introduction
introductory
alpha strike
standard
alpha strike
abstract
aerospace system
advanced options
alpha strike
campaign rules
era setting:
the clan invasion
the battletech
universe
Project DevelopmentHerber A. Beas II
WritingHerber A. Beas IIJoshua FranklinJason SchezerPaul Sjardijn
Based on Original BattleForce 2 Rules by Bryan Nysul
Strategic Operations BattleForce and Miniatures Rules
Kirk AldererRay Arrasiama murrayRick SardinasJoel Severson
Product EditingHerber A. Beas II
BattleTech Line DeveloperHerber A. Beas IIAssistant Line Developer
Ben H. Roe
Production Staf Art Direction
Ray ArrasiaCover Art
Alex IglesiasCover Design
Ray ArrasiaBattleTech Logo Design
Shane Harley and Seve WalkerEvolved Faction Logos Design
Jason VargasLayout
Ray ArrasiaMap Diagrams
Ray Arrasia
Map of the Inner SphereØysein tveden
Alpha Strike Data CardsRay Arrasia
Miniatures Painting & Photography
CamosSpecs Online: Ray Arrasia,
George Bluoin, Willia Bur, Roy Carl,
Chris Dolega, Paul Eckes, ma Edwards,
Dave Fanjoy, todd Farnholz, ma
Frederiksen, Joel Hardwick, Phil Hays, Ross
Hines, michael Holzapel, David Kerber,
Frederic Lagoanere, Seve Livingson,
mark maesas, Seve mcCarney, Ryan
Peerson, Brian Plunki, mike Raper,
Ben Roe, Lance Scarinci, Paul Sjardijn,
Edward Sih, Allen Soles, Drew Willias,
and Peer Wor.
Additional Design and Development
the ollowing people have been involved in he creaion and
developen o Classic Baletech rules, eiher by wriing aerial
ha was assiilaed ino he ain body o he rules, serving as he
Baletech line developer in he pas, or oherwise conribuing o he
gae in a ajor way.
Sauel B. Baker, Herber A. Beas II, Randall N. Bills, Fores G. Brown,
Chuck Crain, Chris Harord, Clare Hess, Sco Jenkins, J. Andrew Keih,
Jaes R. Kellar, Dale Keper, L.R. “Buch” Leeper, Bryan LiBrandi, Ji
Long, David mcCulloch, Ji musser, Bryan Nysul, mike Nysul, Blaine
Pardoe, Boy F. Peerson Jr., Rick Raisley, Jerry Senson, Chrisoer
trossen, W. John Wheeler.
Acknowledgements
to Bryan Nysul, or pioneering he original rules. to Randall N. Bills,
or agreeing wih e ha his would ake a grea core book addiion.
to Ray Arrasia, who—in addiion o aking he elevenh-hour
eors o ake all o hese words look prey on a page—has likewise
chapioned he idea o aking Baletech sronger, aser, and beer,
even i he couldn’ have a ore direc hand in he wriing phase, to
Joshua Franklin, or being hree seps ahead o us in acually having
he rules copiled and ready while we debaed he nal or. And, o
course, o he Baletech couniy, or is endless suppor!
The BattleTech Review Team
Army List Support: Joel Bancro-Connors, Joshua Franklin, Willia
Gauhier, Chris mari, Willia Penningon, Peer Wor
Playtesters: Peer m. Andrew, Jr., Ray Arrasia, Sa Barnes, Henry
“truegri” Chen, Nick Connor, “Dropkick”, Willia “madCapellan” Gauhier,
Keih “Xol” Hann, térence “Weirdo” Harris, John “Workroll” Haward,
Chris “Alex Knigh” mari, Rober mcKirick, Willia J. Penningon,
max “medron Pryde” Prohaska, Sa “Wasp” Snell, Colin “Charlietango”
toenjes, Ji “Raboy” Williason, Peer “wackrabbi” Wor
credItS
©2013 the topps Copany, Inc. All Righs Reserved.
Alpha Strike, Classic Baletech, Baletech, ’mech,
Balemech, mechWarrior and topps logo are regisered
radearks and/or radearks o the topps Copany,
Inc. in he Unied Saes and/or oher counries. No
par o his work ay be reproduced, sored in a
rerieval syse, or ransied in any or or by any
eans, wihou he prior perission in wriing o he
Copyrigh Owner, nor be oherwise circulaed in any
or oher han ha in which i is published. Caalys
Gae Labs and he Caalys Gae Labs logo are
radearks o InmediaRes Producions, LLC.
Prined in USA.
Published by Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC.
PMB 202 303 91st Ave NE E502
Lake Stevens, WA 98258
FIND US ONLINE:
(e-ail address or any Baletech quesions)
hp://bg.baleech.co/
(ofcial Baletech web pages)
hp://www.CaalysGaeLabs.co
(Caalys web pages)
hp://www.balecorps.co/caalog
(online ordering)
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The mercenary unit Ronimwas formed from the Draconis Combine Tenth Ghost Regiment, after refusing orders they deemed a “suicide mission.”
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11
introduction
standard
alpha strike
abstract
aerospace system
advanced options
alpha strike
campaign rules
era setting:
the clan invasion
the battletech
universe
introductory
alpha strike
Damage value: the nubers shown in his par of he
uni card indicaes he aoun of daage poins he uni can
deliver a each range bracke—S (+0), m (+2), and L (+4). these
range brackes, respecively, are Shor, mediu, and Long. If
a uni canno deliver daage a a range bracke, i ay have
eiher a 0 in ha bracke, or a dash (“—”).
Oerheat value (Ov) and Heat Scale: For Balemech unis,
he Overhea Value indicaes he nuber of daage poins he
uni can add o is aack, in exchange for suffering an equal
aoun of hea. Overheaing is racked in he four boxes under
he hea scale, wih each poin of overhea given is own box. If
he uni suffers 4 or ore poins of overheaing, i will shudown
(indicaed by he “S” in he fourh box of he Hea Scale).
Armor and Structure (A/S):the whie bubbles in his par
of he uni card indicae how any poins of exernal aror
he uni possesses, while he gray-shaded bubbles rack how
any poins of inernal srucure i possesses. When a uni
is daaged, hese bubbles are crossed off. A uni ha has
had all of is srucure bubbles arked off is considered o
be desroyed.
Special Abilities: In Alpha Strike, unis ha possess special
balefield abiliies beyond oveen, daage, aror, and
srucure, will noe hese abiliies as Special Abiliies. thesefeaures are described on he uni card using abbreviaions,
and are furher described laer in his book.
ID: In he even ha uliple unis of he sae design are
used in a given Alpha Strike scenario, players ay differeniae
hese unis wih soe for of handy idenifying inforaion,
recorded on he reverse side of he uni card.
Setup to begin seup, he conrolling player for each side rolls
2D6. the player wih he highes dice resul is he iniiaive
winner, and hus ay choose his desired ary lis firs (seeClan Invasion Army Lists, pp. 135-141). the player wih he
lowes iniiaive roll selecs his ary lis las (see p. 115).
CHOOSING ARMy LISTS this rulebook includes a lis of forces appropriae o he
various ajor facions of he Clan Invasion era. For he
purposes of hese rules, hese forces are called ary liss.
Before saring play, each player should choose one of hese
ary liss o serve as his force. (For quicker gaes, players ay
choose o play wih a porion of heir chosen aries.)
As long he nuber of unis—and he oal Poin Values
of hese unis—are equal for all players’ aries, he bale
will be even.
Unit Tpe Restrictions
For he purposes of Inroducory Alpha Strike, players
us resric all uni selecions o Balemech-ype unis only
(Bm). For your convenience, he saple ary liss provided
in his book are all of he Balemech uni ype, bu on-line
suppleens and resources will offer a greaer range of uni
ypes ore suiable for he sandard Alpha Strike rules.
the following inroducory-level rules are designed o
failiarize new players wih he basics of he Alpha Strike
gae syse. As such, hey focus enirely on ground warfare
beween Balemechs (’mechs), as hey are he priary (and
os flexible) of Baletech’s coba unis.
componentSInroducory Alpha Strike uses iniaures, six-sided dice
(D6s), ape easures and ableop errain. these ies were
described in brief in he previous chaper (see pp. 6-9).
Uni cards, which rack he vial saisics and condiions of
each uni in play, are also required. the daa hey presen is
described below.
THE UNIT CARD the following ies appear on he Uni Card for Balemech
unis:
Unit: In Alpha Strike, he er “uni” refers o any single
eleen or group of eleens ha can be fielded in aBattleTech gae. Even when a uni represens uliple
eleens, he uni oves, aacks, and racks daage as one.
Tpe (TP):the type field on a uni card indicaes he general
classificaion of a uni in wo-leer codes. the Balemech
(Bm) is he only uni ype covered in Inroducory Alpha Strike.
Point value (Pv): A uni’s Poin Value easures is approxi-
ae balefield srengh, based on is coba capabiliies.
Size (SZ): On he uni card, he uni’s size is a nuerical
value indicaing is weigh class. Balemechs end o coe
in four sizes, in increasing weigh: 1 (Ligh), 2 (mediu), 3
(Heavy), and 4 (Assaul).
Moement (Moe): On he uni card, he move field
indicaes he nuber of inches he uni ay ove during a
urn of gaeplay. When a leer appears afer his nuberof inches, i indicaes a special ode of oveen he uni
igh possess, such as he abiliy o jup (see Juping,
p. 15).
Skill: this blank area on he uni card is where he player
can indicae he base o-hi nuber for he uni’s aacks. (A
regular-raed mechWarrior coonly has a value of 4, while a
value of 1—or even 0—indicaes an elie-raed mechWarrior.)
TM
AlphA strike stAts
TP: SZ: MOVE: SKILL:
S (+0) M (+2) L (+4)
SPECIAL:
A:S:
OV: | HEAT SCALE 1 2 3 S
PV:Unit
nAme
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plAyIngthe gAme
this secion provides an overview of he Alpha Strike gaeplay
sequence. For sipliciy, hese rules presue ha each gae is
ade up of wo sides, conrolled eiher by wo players or by woeas of players. Whenever he rules refer o a player, ha er
can ean a ea of players as well as an individual.
SEqUENCE OF PLAyAn Alpha Strike gae consiss of a series of urns. During each
urn, all unis on he able will have an opporuniy o ove and
fire heir weapons or ake physical aacks. Each urn consiss of
several saller urn segens, called phases. During each phase,
players ay ake one ype of acion, such as oveen or coba.
the players execue he phases in a given order. Specific acions,
oveen, effecs of daage and so on are fully explained in
separae secions laer in hese rules.
Each urn includes he following phases, perfored in he
following order:
Step 1: Initiatie Phase
Each player rolls 2D6 and adds he resuls ogeher o deerine
Iniiaive; re-roll ies. the player wih he higher resul wins he
Iniiaive for ha urn.
Because oveen and coba are considered o occur
siulaneously in he course of an Alpha Strike gae urn, he
Iniiaive winner acually execues uni oveen and coba
acions after he player(s) wih he lower Iniiaive roll. this
siulaes a greaer awareness of he acical siuaion.
Step 2: Moement Phase
the player wih he lowes Iniiaive roll oves one of his unis
firs. Presuing an equal nuber of unis on he wo sides, heIniiaive winner hen oves one of his unis, and he players
coninue alernaing heir uni oveens unil all unis have
been oved.
If he nuber of unis per side is unequal, he player wih he
higher nuber of unis us ove ore unis in proporion o
ha of his opponen. See he Unequal Number of Units rule (see p.
27) for a helpful guide o handling unequal force nubers.
Step 3: Combat Phase
As wih he oveen phase, he player wih he lowes
Iniiaive roll acs firs in he Coba Phase, bu—raher han
alernaing acions—his player declares and resolves all of
his unis’ coba acions a his ie, followed by he Iniiaive
winner.In he Coba Phase, each uni ay execue one aack.
Daage fro hese aacks is resolved iediaely, bu he
effecs do no ake place unil he urn’s End Phase. this eans
ha a desroyed uni will norally have a chance o reurn fire.
Preparing Unit Cards
the daa presened in each ary lis provides he full Alpha
Strike sas for he unis in ha ary lis. these saisics us
be faihfully copied ino he appropriae fields on he players’
uni cards.
When ranslaing a uni’s Ar/Sr values o a uni card, exra
aror and srucure bubbles (respecively) beyond hose of
he uni’s sas us be blacked ou prior o play, leaving he
reaining bubbles unouched. (For exaple, he Ar/Sr values
for he AWS-9m Awesome are given in he Capellan Confederaion
Ary Lis as 8/4. this eans ha, when ranslaing he Awesome’s
sas o a uni card, all bu 8 of he Aror bubbles us be blocked
ou, while all bu 4 of is Srucure bubbles us be blocked ou.)
Alternatie Arm Lists
Beyond he liss presened in his book, players ay purchase
downloadable suppleens on-line ha presen larger and ore
varied ary liss appropriae o any desired era of BattleTech
gaeplay. Players coforable wih he rules ay even creae heir
own cuso ary liss by eiher convering sandard Baletech
unis o Alpha Strike play (using he rules found in our Strategic
Operations advanced rulebook), or by ranslaing he uni’s “Quick-
Srike” sas as found on he Baletech maser Uni Lis (www.aserunilis.info).
PLACING TERRAINIn Alpha Strike play, any available errain is usually seleced by
he agreeen of boh players. If he errain feaures are odular,
he players can even alernae urns adding eleens o he
errain able, seing up any hills, waer feaures, woods, and so
forh suiable for play.
Once he errain is placed, he iniiaive winner ges he firs
pick in declaring an edge of he able area o serve as his ary’s
“hoe edge”—he side of he balefield where his unis will
ener. the opposie edge hen becoes he hoe edge for he
player wih he lowes iniiaive roll.
In os scenario ypes, a player’s unis ay only exi he apsafely hrough ha player’s hoe edge, bu soe scenarios ay
allow (or even require) a player’s unis o escape he ap via oher
ap edges—perhaps even he hoe edge of he opposing force.
Starting Positions
Generally, unis begin play off he board, and ener he
balefield area only during he firs urn. A he players’ opion,
unis ay insead begin play already placed on he board wihin
heir deployen zones (defined as he whole ap area wihin 10
inches of he unis’ hoe edge).
In his laer case, he player who ade he higher Iniiaive
roll during se-up ay choose wheher o begin seing up his
unis firs or second. Once his is decided, each player akes urn
placing one of his unis on he ap wihin his ary’s deployenzone unil all unis have been placed. Unis ay be placed wih
any facing direcion desired.
If he opposing aries have an unequal nuber of unis, refer
o he Unequal Number of Units rule (see p. 27), o deerine how
any unis us be placed by each player in urn.
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13
introduction
standard
alpha strike
abstract
aerospace system
advanced options
alpha strike
campaign rules
era setting:
the clan invasion
the battletech
universe
introductory
alpha strike
movement phASeEvery uni has a base move lised on is uni card. this value
is he axiu nuber of inches he uni ay ove during
is urn. A uni ay ove in any direcion and—a he end
of is oveen—ay face in any direcion. Unis need no
ove heir full aoun; in place of oving, a uni ay siplysand sill. A uni ay ake uliple urns, during he course
of is oveen, o aneuver around obsacles, so long as
he inches raveled are wihin is axiu move raing.
(Using a flexible ape easure, o correcly easure his
indirec disance, is highly recoended.)
terrain ay prohibi or ipede a uni’s oveen, as
shown on he moveen Cos table.
Minimum Moement
As long as a uni is obile (eaning ha is move has no
been reduced o zero hrough daage or hea effecs), i can
always ove 2 inches in any direcion, regardless of he errain’s
oveen coss (unless he errain in quesion is prohibied).
Facing
’mech unis are considered o be facing he sae way as he
fee of he iniaure represening he uni.
A uni’s facing affecs coba resoluion (see Combat Phase,
below), and can only be volunarily changed during he
moveen Phase.
Stacking
During he moveen Phase, a uni ay ove hrough a
space occupied by oher friendly unis, bu ay no ove
hrough unfriendly unis a he sae elevaion. If he unis
occupy differen elevaions during a uni’s oveen (such
as when a ’mech uni wih juping capabiliy uses i o ove),
he unis are considered o be a differen elevaions and ay
pass hrough he sae space.
Regardless of how hey arrive a heir desinaion, unis
in Alpha Strike ay no occupy he sae space on he
gae able, regardless of any differences in elevaion.
TERRAIN terrain ay ipede oveen, cosing an exra nuber of
inches o ener or pass hrough. these exra coss are shown
on he moveen Cos table. Noe ha uliple errain
condiions ay cobine for higher oveen coss (such as
when changing elevaions while oving hrough waer).
Water: ’mech unis enering waer us pay he cobined
cos of he oveen, plus he exra oveen coss for
waer errain and any level change coss.
Leel Change: ’mechs ay clib ono and over errain as
seep as 2 inches high (per inch of horizonal ravel). Doing so
coss 1 exra inch of oveen per inch of elevaion changed.
(For an excepion, see Jumping, p. 14). Level changes greaer han
hese are considered prohibied errain in Alpha Strike, oo sheer
for he ’mech o raverse. If he uni does no have enough move
allowance reaining o clib o he desired level of errain, i
us reain a he previous level, and canno ove any furher.
Step 4: End Phase
Boh players ay coplee he End Phase siulaneously.
In his phase, each player execues any iscellaneous
acions reaining for he urn, such as reoving desroyed
unis, or resaring unis ha shu down fro overheaing in a
previous urn. the specific rules for such acions sae wheher
or no hey ake place during he End Phase.
Afer resolving all End Phase acions, he urn ends and he
players reurn o Sep 1, repea all hese seps unil one side
ees is vicory condiions for he scenario.
vICTORy CONDITIONSIn Inroducory Alpha Strike, vicory is os coonly
achieved when one player’s ary desroys all of he opposing
players’ unis.
Alternatie victor Conditions
Players ineresed in ore variey ay assign alernae
vicory condiions for heir Alpha Strike gaes as hey wish.
Exaples of his include “breakhrough” scenarios, where one
side’s goal is o ove a cerain nuber of is unis across he
ap and off he opposing edge wih inial casualies, or a
“capure he flag” ype of scenario, where a player’s force igh
clai vicory by oving is unis o a pre-designaed poin and
surviving in ha posiion for a cerain nuber of urns.
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Maximum Jump Height: For a jup o be legal, he juping
uni us also be able o clear any errain i is aeping o pass
over. A juping uni can jup over any errain ha is lower in
heigh han is jup move raing, so a uni wih 6 inches of juping
move ay jup over any obsrucions less han 6 inches all.
Downward Jumping:When juping downward (such as off a cliff or building), a juping uni ay safely jup down fro any heigh.
Water: Unis wih juping capabiliy ay jup ino waer
errain, bu no ou of i.
combAt phASeIn he Coba Phase, each uni ay deliver one aack agains
anoher uni, be i a physical aack or a weapon aack. If a uni is
unable or unwilling o ake an aack in he curren urn, i ay
be skipped for ha urn.
to ake an aack, he conrolling player declares which uni
is aacking, wha uni i is aacking, he naure of he aack (weapon or physical), and—if applicable—how uch of his uni’s
Overhea Value he aack will use (see Overheating, p. 20). the
player hen resolves coba for ha uni, applies any daage o
he arge, and hen oves on o anoher available uni o repea
he process unil all of his unis have ade heir aacks. If he
player wishes a uni no o ake an aack, or if a uni is unable o
ake an aack for any reason, he player ay pass for ha urn.
In the Movement Basics Diagram at right, the Vulturehas 10
inches of Movement. To move to Point A, it spends 6 inches of
the its available Move to get to the hill, 2 inches to move up the
hill, and then 2 more inches to move across the hill . As it has run
out of Move, the Vulture stops there, and its controlling player
can choose any facing for it to end with.
The Vulture cannot move to straight to Point B. The 4” elevation change is more than the 2” allowed for elevation
changes per 1” travelled.
If the player wishes instead to avoid ending up on top of
the hill, the ’Mech can move around the hill to reach Point C.
In this case, it spends 6 inches to move below the hill, and its
remaining 4 inches are spent moving up the gap between the
hill and the woods.
The Vulture can also move to Point D and end its movement
in the Woods. For that, it spends 7 inches of Move to get to the
edge of the Woods. Because Woods cost an extra 1 inch per
inch traveled through such terrain, the Vulture can only move
1.5 inches into the Woods before running out of Move.
If the player would rather place his Vulture in the water,
he can move the ’Mech 4 inches to the water’s edge, spend 2 inch es of Move for the elev atio n chan ge into the water,
and then 4 more inches of Move to push through 2 inches
of water terrain.
JUMPINGAny uni wih a “j” lised in is move saisic is a uni ha
possesses he abiliy o jup over inervening obsrucions. the
disance such unis can jup is given as he move value beside
he “j”. Juping is an alernaive oveen ype ha canno be
cobined wih noral ground oveen by he sae uni in he
sae moveen Phase. Unis wih juping abiliy do no always
have o jup, and soe ay even have a shorer move while
juping han he sae uni can ove on land. (For exaple, he
JR7-K Jenner , wih is move of 14”/6”j, can use 14 inches of moveon he ground, or jup for 6 inches.)
A juping uni ignores errain coss for he purposes of
oveen, and ay jup in any direcion, regardless of is
original facing. Juping oveen always follows he shores
pah possible; he player siply chooses an end poin (up o
he uni’s juping move allowance), and he uni lands a ha
locaion, wih any desired facing direcion.
MoveMent Cost table
Terrain Type Movement Cost
Clear 1”
Rough/Rubble +1”
Woods +1”Waer +1”
Level Changes (up or down)
Per 1” elevaion+1” (ax 2” per 1” ravelled)
• movement basics diagram •
WOODS
4” HILL
2” HILL
2” DEPTH
WATER
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15
introduction
standard
alpha strike
abstract
aerospace system
advanced options
alpha strike
campaign rules
era setting:
the clan invasion
the battletech
universe
introductory
alpha strike
In the Line of Sight diagram, BattleMech A wants to target
BattleMech B. From the perspective of BattleMech A, the only
thing the controlling player sees between the two units is a
woods template. Using a measuring tape drawn between the
two units to find how many inches of Woods terrain intervene,
the player finds that he is trying to target a unit through 7
inches of light woods intervene. Because this is more than 6
inches, LOS between the two BattleMechs is actually blocked;
BattleMech A therefore cannot attack BattleMech B.
The controlling player decides instead to target Ground
Vehicle C. Unfortunately, when he leans down to the mini’s
level to check LOS, he finds that Vehicle C is actually hidden
by the low ridge between them. This leaves only VehicleD, a VTOL currently flying at an elevation level of 5 inches
above the table, as the only target that BattleMech A can
see from its vantage point. BattleMech A’s player notes that
even this LOS passes over the woods terrain between them,
and verifies with a straight-edge that the attack will pass
through some wooded terrain.
Once a player has resolved (or skipped) coba acions for
all of his unis, he opposing player ay hen do so for all of
his unis.
In Inroducory Alpha Strike, he only valid arges for an
aack are oher unis.
RESOLvING WEAPON ATTACKS
the sequence for resolving weapon aacks is as follows:Sep 1: Verify line of sigh (LOS)
Sep 2: Verify firing arc
Sep 3: Deerine range
Sep 4: Deerine o-hi nuber
Sep 5: Roll o hi
Sep 6: Deerine and apply daage
Sep 7: Roll for criical his (if applicable)
Step 1: verif Line of Sight
Line of sigh (LOS) in Alpha Strike is deerined by wha
a uni can “see” fro is vanage poin on he able. Unis
can usually be sighed by siply going o he eye level of
he aacking uni and looking a he arge iniaure. If he
arge iniaure can be seen, hen he unis have LOS o one
anoher. When his is no possible, players ay deerine
line of sigh by running a sraigh easuring ape or a au
sring fro iniaure o iniaure, or perhaps even by using
a laser poiner.
If less han one-hird of a iniaure is visible behind solid
errain (such as hills or buildings), hen he line of sigh is
considered o be blocked.
Non-solid errain—such as woods—does no auoaically
block LOS in he sae fashion. In he case of such errain,
line of sigh is only considered o be blocked when i passes
hrough 6 inches or ore of such inervening non-solid
obsrucions. Woods ha inervene, bu do no block, LOS will
ipose a odifier o he aack’s o-hi nubers (see he To-
Hit Modifiers Table, p. 16).
Adjacent Ground Units: Unis in base-o-base conacalways have line of sigh o each oher.
Interening Units: Inervening unis are no reaed as
errain, and hus have no effec on LOS or aacks.
Partial Coer: If ore han one-hird (bu less han wo-
hirds) of a arge is hidden behind blocking errain, LOS is
no considered blocked. Insead, he arge is said o possess
parial cover, and he aacker will apply a odifier o his
aack o-hi nuber as a resul (see he To-Hit Modifiers Table,
p. 16).
Woods: Unis do no receive parial cover fro woods errain.
Water: ’mech unis ha are sanding in Waer errain a a
deph (negaive elevaion) level of 1 inch will receive parial
cover benefis fro he waer. Because he waer surrounds he
’mech, his parial cover applies even if he aacker is sandinga a higher level han he arge and would ordinarily be able
o see he arge’s legs. If a uni is copleely suberged
wihin waer (such as a ’mech uni sanding in waer feaures
2 or ore inches deep), LOS o (and fro) he suberged uni
is considered o be blocked.
LIGHT WOODS
TEMPLATE
2” HILL
ELEVATION 5”
• line of sight diagrams •
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Step 2: verif Firing Arc
Every uni in Alpha Strike
has a paricular field of fire
ino which he uni ay ake
aacks. these fields of fire,
based on he uni’s ype and
is facing, are known as firing
arcs. A ’mech uni’s firing arcs
exend o he edge of he
balefield in he direcions
indicaed by he diagra.
If ore han half of he
arge uni’s base lies ouside
he aacker’s firing arc, hen
he aack canno be ade.
Step 3: Determine Range
Alpha Strike uses fixed range brackes for all weapon ypes. to
deerine a uni’s range, easure he disance fro he edge of
he aacker’s base o he edge of he arge’s base, and copare
his nuber o he Alpha Srike Range table, o deerine wha
range bracke he arge lies in.
A uni’s successful aack will deliver a cerain aoun of daage o he arge a each of he indicaed ranges, bu no
all unis can deliver daage a every range bracke. If a uni’s
daage value in a given range bracke is given as a 0 or a dash
(“—”) on is uni card, he uni canno ake a weapon aack a
ha range.
Base-to-Base Contact: Unis ay no ake weapon aacks
agains arges wih which hey are in base-o-base conac.
Agains such unis, he aacker ay only deliver a physical aack
(see Resolving Physical Attacks, p. 19).
Step 4: Determine To-Hit Number
Once a player has deerined ha he has LOS o his arge,
ha he arge is wihin he aacking uni’s firing arc, and wihin
a range bracke i can deliver daage o, he us deerine he
o-hi nuber. the player’s dice roll us equal or exceed his o-
hi nuber in order o score a successful aack agains his arge.
the base o-hi nuber for all aacks is he uni’s Skill Raing. this nuber is hen odified based on he aack’s range
bracke, he arge’s oveen capabiliy, errain feaures,
and oher iscellaneous siuaions. the odifiers applicable
o Inroducory Alpha Strike are shown on he to-Hi modifiers
table. Unless oherwise saed, all odifiers are cuulaive,
which eans hey are added o he uni’s base o-hi nuber o
find he final o-hi nuber.
alPHa strike range table
Distance Range
Up o 6” Shor
Over 6” and up o 24” mediu
Over 24” and up o 42” Long
RANGE MODIFIERS
Range Distance Modifier
Shor Up o 6” +0
mediu >6” o 24” +2
Long >24” o 42” +4
TARGET MOVEMENT MODIFIERS1
Target’s Available MP Modifier
0-4” +0
5”-8” +1
9”-12” +2
13”-18” +3
19”-34” +4
35”+ +5
Jup Capable +1
TERRAIN MODIFIERS
Terrain Modifier
Woods +22
Parial Cover +2
PHYSICAL ATTACKS MODIFIERS
Physical Attack Type Modifier
Charge +2
Deah Fro Above +3
melee +1
Sandard +0
TARGET MODIFIERS
Target Modifier
Is Shudown/Iobile –4
MISCELLANEOUS MODIFIERS
Attacker Modifier
Fire Conrol Hi +23
Overheaed + Hea Level [1-3]4
to-Hit Modifiers table
1Modifier Modifier is based on the unit’s available movement, modified by heat
levels and critical hits (if applicable). For units with multiple movementmodes, apply the modifier from the mode that has the highest modifier. Inches
actually moved by the unit are irrelevant.2Modifier applies if terrain is intervening or occupied by target.3This modifier may apply multiple times, but does not apply to physical attacks.4Heat modifiers do not apply to physical attacks.
• alpha strike firing arcs diagram •
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17
introduction
standard
alpha strike
abstract
aerospace system
advanced options
alpha strike
campaign rules
era setting:
the clan invasion
the battletech
universe
introductory
alpha strikeHeat Special Abilit: Soe unis have a preponderance of
hea-generaing weapons. Unis wih his feaure will reflec
his in he uni’s sas via he Hea special abiliy (Ht#). the Hea
special abiliy will also include a nueric raing (for exaple,
Ht1), which will indicae he nuber of addiional hea poins
ha will be applied o he arge in he End Phase of he urn
when he aack his. (this hea applies in addiion o he
indicaed aoun of he uni’s noral weapon aack daage,
so a uni ha can deliver 3 poins of daage and has he Ht1
special will deliver 3 poins of daage plus 1 poin of hea.) Auni ay be sruck by uliple aacks ha deliver hea, bu no
uni ay gain ore han 2 poins of hea per urn in his fashion.
Appling Damage
the following quesion-
and-answer process covers
he recording of daage fro
a successful aack.
question 1: Does he arge
uni have aror (Ar) bubbles
reaining on is uni card?
Yes: Check off one aror
bubble for every poin of
daage delivered agains heuni, unil all daage is applied
or all aror is desroyed. then
proceed o Quesion 2.
No: Proceed o Quesion 3.
question 2: Is here aack daage reaining?
Yes: Proceed o Quesion 3 o allocae reaining daage.
No: the aack is finished.
question 3: Does he arge uni have srucure (Sr)
bubbles reaining?
Yes: Check off one srucure bubble for every poin of
daage delivered, unil all daage is applied or all srucure
is desroyed. then proceed o Quesion 4.
No: Proceed o Quesion 4.
question 4: Is here daage reaining?Yes: the arge uni is desroyed.
No: Go o Quesion 5.
question 5: Does he arge uni have srucure bubbles
reaining?
Yes: Roll once on he Deerining Criical His table (see
Step 7: Roll for Critical Hits, p. 18). the aack is finished.
No: the arge uni is desroyed.
Shutdown Units: Shudown unis do no receive a
oveen odifier for arge’s available oveen.
Occuping and Interening Terrain: terrain is occupied if
any par of he uni’s base is in conac wih he errain. terrain
is inervening if he Line of Sigh passes hrough i before
reaching he arge (see Verify Line of Sight , p. 15).
In the To-Hit Roll diagram, Alice’s CTF-3L Cataphract
stands at Point A and is attacking a n ANV-3MAnvilat Point
B. Alice’s ’Mech has a Skill rating of 3, establishing her base
to-hit at 3. She then applies the following modifiers:
The Anvil is 2 inches away, and thus at short range
(no modifier).
The Anvil’s available Move is 10”/4”j. The 10” ground
movement provides a target movement modifier of +2,
while the 4”j provides only +1 (+0 for the 4” movement, +1
for jump capability = +1 total). As the ground movement
modifier is higher, +2, is used.
Next, Alice adds 2 because the Anvil is in water that
provides partial cover.
This makes the final, modified to-hit number 7 (3 [Skill
Rating] + 0 [short range] + 2 [target movement] + 2
[partial cover] = 7). Alice will need to roll 7 or higher on 2D6
to successfully hit her target.
Step 5: Roll to Hit
to execue an aack, he conrolling player rolls 2D6
for each uni and copares he oal o he odified o-hi
nuber idenified in he previous sep. If he dice roll equals
or exceeds he odified o-hi nuber, he aack succeeds.
Oherwise, he aack fails.
Step 6: Determine and Appl Damage
When an aack is successful, is daage is applied
iediaely, bu daage effec will no ake place unil he
End Phase. Before daage can be applied, he aack direcionand aoun of daage us be deerined.
Attack Direction: When an aack his a uni, i us be
deerined wheher or no i srikes he arge’s fron or rear. to
deerine his, lay a sraighedge fro he cener of he aacker’s
base o he cener of he arge’s base. If he aack eners hrough
he rear hex side of he arge’s base, he aack direcion is o he
arge’s rear. Oherwise, he daage applies o he fron of he
arge. If he sraighedge crosses a he inersecion of wo hex
sides, he arge chooses which side is hi by he aack.
Amount of Damage:the base aoun of daage delivered
by a successful weapon aack is equal o he aacking uni’s
daage value a he appropriae range bracke. If he arge is
a shor range, he base daage is ha lised in he aacking
uni’s S value. For a arge a ediu range, he m value isused. For a arge a long range, he L daage value applies.
Add 1 poin of daage o any successful aack ha srikes
is arge in he rear.
Unis ha rack hea ay inflic addiional daage on heir
arges a he expense of overheaing. the decision o overhea
for addiional daage poenial us be ade when he aack
is declared, bu before i is resolved (see Overheating, p. 20).
• to-hit roll diagram •
1” DEPTHWATER
• attack directiondiagram •
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Ammo Hit: Unless he uni has he CASE, CASEII, or ENE special
abiliies, he uni is desroyed. If he uni has CASE, i suffers 1
addiional poin of daage (roll again on he Deerining Criical
His table if his daages srucure). If he uni has he CASEII or
ENE special abiliies, apply no addiional daage and rea he
resul as No Criical Hi.
Engine Hit: the uni’s power syse has been daaged. the
engine hi will cause he uni o generae 1 hea poin any iei fires is weapons wihou delivering any exra daage fro
overheaing. (the uni ay sill use overheaing o add daage
o is aacks, bu his hea will add o he 1 poin generaed by
he engine hi.) A second Engine Hi criical will desroy he uni.
Fire Control Hit: Soe echanis for conrolling he uni’s
weapons has been daaged. this could represen anyhing fro
ar acuaor daage o sensor his. Each Fire Conrol Hi adds
a cuulaive o-hi odifier of +2 for all subsequen weapon
aacks by he daaged uni. (this odifier will no apply o
physical aacks.)
MP Hit: Soehing relaed o he uni’s abiliy o ove has
been daaged. the affeced uni loses half of is curren move,
rounding norally (o a iniu move loss of 2 inches). If a uni
is reduced o a move of 0 inches (or less) in his fashion, he uniay no longer ove.
No Critical Hit: the hi causes no criical effec.
Unit Destroed: the uni has suffered faal daage and is
eliinaed fro he gae.
Weapon Hit: this hi represens he desrucion of a nuber of
weapons on he affeced uni. All daage values are reduced by
1 (o a iniu of 0). Weapon His do no affec a uni’s physical
aack values.
Kevin’s RFL-3N Rifleman begins the turn undamaged,
and so it has 4 points of armor and 5 points of structure. This
Combat Phase, the ’Mech is hit by weapon attacks from a
STK-5S Stalker and a BSW-X1 Bushwacker. After checking the
attack directions, Kevin’s opponents find all shots will strike his
Rifleman on the front. The Stalker is attacking from medium
range and will thus deliver 3 points of damage. Kevin marks
off 3 armor bubbles, leaving 1 armor and 5 structure circles
for his Rifleman. Because the damage has not marked off any
structure bubbles, there is no Critical Hits roll.
The Bushwacker , also attacking from medium range, also
delivers 3 points of damage. Kevin marks off the last bubble of
armor on his Rifleman and 2 points of structure, leaving it with
no armor bubbles, and 3 bubbles of structure.
Kevin informs his opponent that the attack has hit his
structure. This means there is a chance for a Critical Hit. His
opponent rolls 2D6, getting a 10 result, and consults the
Determining Critical Hit Table. This means the Rifleman has
taken a Fire Control Hit. In future turns, the Rifleman will suffer
an additional +2 to-hit modifier to its weapon attacks.
Step 7: Roll for Critical Hits
Any ie a hi daages srucure, criical daage ay occurha furher weakens or ipairs he arge uni. to deerine
wheher a uni suffers a criical hi—and he naure of such
daage—he aacker rolls 2D6 and consuls he Deerining
Criical His table. Criical His us be clearly arked on he
uni’s card. the effecs of all criical his are peranen.
If he given criical hi effec does no apply o he uni in
quesion (for exaple, a weapon hi on a uni ha has already
had all of is daage values reduced o zero), apply 1 addiional
poin of daage o he uni insead, bu do no roll for addiional
criical his as a resul of his exra daage.
Critical Hit Effects
the following describes he effecs of each criical hi ype
described in he Deerining Criical His table.
deterMining CritiCal Hits table
2d6 Roll Effect
2 Ao Hi
3 Engine Hi
4 Fire Conrol Hi
5 No Criical Hi
6 Weapon Hi
7 mP Hi
8 Weapon Hi
9 No Criical Hi
10 Fire Conrol Hi
11 Engine Hi
12 Uni Desroyed
This Sunderhas clearly taken a Weapon Hit, and likely an MP Hit.
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