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Battletech alpha strike pdf download

Battletech alpha strike pdf download

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11/06/ · Alpha Strike is a new, fast-playing form of the BattleTech game of futuristic, armored combat. Developed for the modern tabletop miniatures wargamer, this book brings players the [PDF] Battletech: Alpha Strike - Campaign Rules - Free Download PDF Home Battletech: Alpha Strike - Campaign Rules Battletech: Alpha Strike - Campaign Rules Click the start Battletech: Alpha Strike Free Download! “Wars are not won on the field of combat. Battles are, but those are only ever part of the story.” — Precentor Martial Anastasius Focht, Take 10/03/ · Alpha Strike - Quick Reference Sheet BattleTech - The Board Game of Armored Combat» BattleTech Game Systems» Alpha Strike» Alpha Strike - Quick Reference BattleTech is a science-fiction “space opera”: a factional, militarized universe set in the thirty-first century, a future where humanity has spread to the stars and spawned titanic interstellar ... read more




Categories : Rulebooks Digital Products Alpha Strike Products. BattleTechWiki Home Recent Changes Random Page Policies Categories Discord Community About BTW Awards FAQ Links General Disclaimer. Background Characters Dictionary Essays Factions Galleries Planets Timeline. Tools What links here Related changes Special pages Printable version Permanent link Page information Browse properties. This page was last edited on 19 September , at Content is available under GNU FDL 1. Privacy policy About BattleTechWiki Disclaimers By Nic J Support Sarna! Product information. Publication information. Catalyst Game Labs. all modifiers are cumulative. modified by heat levels and critical hits if applicable. then the attack cannot be made. For units with multiple movement modes. and compare this number to the Alpha Strike Range Table.


Against such units. but does not apply to physical attacks. and other miscellaneous situations. he must determine the to-hit number. Base-to-Base Contact: Units may not make weapon attacks against targets with which they are in base-to-base contact. Terrain is intervening if the Line of Sight passes through it before reaching the target see Verify Line of Sight, p. She then applies the following modifiers: The Anvil is 2 inches away, and thus at short range no modifier. Next, Alice adds 2 because the Anvil is in water that provides partial cover. Alice will need to roll 7 or higher on 2D6 to successfully hit her target. Step 5: Roll to Hit To execute an attack, the controlling player rolls 2D6 for each unit and compares the total to the modified to-hit number identified in the previous step.


If the dice roll equals or exceeds the modified to-hit number, the attack succeeds. Otherwise, the attack fails. Step 6: Determine and Apply Damage When an attack is successful, its damage is applied immediately, but damage effect will not take place until the End Phase. Before damage can be applied, the attack direction and amount of damage must be determined. Otherwise, the damage applies to the front of the target. If the straightedge crosses at the intersection of two hex sides, the target chooses which side is hit by the attack. For a target at medium range, the M value is used. For a target at long range, the L damage value applies. Add 1 point of damage to any successful attack that strikes its target in the rear. Units that track heat may inflict additional damage on their targets at the expense of overheating. The decision to overheat for additional damage potential must be made when the attack is declared, but before it is resolved see Overheating, p.


The Heat special ability will also include a numeric rating for example, HT1 , which will indicate the number of additional heat points that will be applied to the target in the End Phase of the turn when the attack hits. A unit may be struck by multiple attacks that deliver heat, but no unit may gain more than 2 points of heat per turn in this fashion. Applying Damage The following questionand-answer process covers the recording of damage from a successful attack. Question 1: Does the target unit have armor Arm bubbles remaining on its unit card? Then proceed to Question 2. No: Proceed to Question 3. Question 2: Is there attack damage remaining? Yes: Proceed to Question 3 to allocate remaining damage. No: The attack is finished. Question 3: Does the target unit have structure Str bubbles remaining? Yes: Check off one structure bubble for every point of damage delivered, until all damage is applied or all structure is destroyed.


Then proceed to Question 4. No: Proceed to Question 4. Question 4: Is there damage remaining? Yes: The target unit is destroyed. No: Go to Question 5. Question 5: Does the target unit have structure bubbles remaining? Yes: Roll once on the Determining Critical Hits Table see Step 7: Roll for Critical Hits, p. The attack is finished. No: The target unit is destroyed. 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. Step 7: Roll for Critical Hits Any time a hit damages structure, critical damage may occur that further weakens or impairs the target unit. To determine whether a unit suffers a critical hit—and the nature of such damage—the attacker rolls 2D6 and consults the Determining Critical Hits Table. The effects of all critical hits are permanent. If the given critical hit effect does not apply to the unit in question for example, a weapon hit on a unit that has already had all of its damage values reduced to zero , apply 1 additional point of damage to the unit instead, but do not roll for additional critical hits as a result of this extra damage.


Critical Hit Effects The following describes the effects of each critical hit type described in the Determining Critical Hits Table. Determining Critical Hits table 2d6 Roll Effect 2 Ammo Hit 3 Engine Hit 4 Fire Control Hit 5 No Critical Hit 6 Weapon Hit 7 MP Hit 8 Weapon Hit 9 No Critical Hit 10 Fire Control Hit 11 Engine Hit 12 Unit Destroyed This Sunder has clearly taken a Weapon Hit, and likely an MP Hit. Ammo Hit: Unless the unit has the CASE, CASEII, or ENE special abilities, the unit is destroyed. If the unit has CASE, it suffers 1 additional point of damage roll again on the Determining Critical Hits Table if this damages structure. If the unit has the CASEII or ENE special abilities, apply no additional damage and treat the result as No Critical Hit. The engine hit will cause the unit to generate 1 heat point any time it fires its weapons without delivering any extra damage from overheating. The unit may still use overheating to add damage to its attacks, but this heat will add to the 1 point generated by the engine hit.


A second Engine Hit critical will destroy the unit. This could represent anything from arm actuator damage to sensor hits. This modifier will not apply to physical attacks. The affected unit loses half of its current Move, rounding normally to a minimum Move loss of 2 inches. If a unit is reduced to a Move of 0 inches or less in this fashion, the unit may no longer move. No Critical Hit: The hit causes not critical effect. Unit Destroyed: The unit has suffered fatal damage and is eliminated from the game. Weapon Hit: This hit represents the destruction of a number of weapons on the affected unit. All damage values are reduced by 1 to a minimum of 0. Resolving Physical Attacks Physical attacks follow a process similar to weapon attacks, but since range is not a factor, several steps are omitted. A unit may only make one physical attack type per turn. Units cannot make a physical attack in the same turn they have made a weapon attack. The unit uses a weapon to augment its normal physical attack damage.


Units that have a Melee special ability may not choose to make a Standard physical attack instead. Special Physical Attacks: Charge and Death from Above DFA attacks are more aggressive and risky physical attacks. Only one of these special physical attacks may be attempted per target, per turn—once a unit has been targeted for a Special physical attack, it cannot be the target of any further Special physical attacks. Charges and Death From Above attacks can only be completed if the attacking unit can move far enough to end its movement in base-to-base contact with its target, and—because of this—these attacks can only be made against targets that have already completed their movement. In addition, the Death from Above attack may only be attempted by units that have sufficient jumping Move to reach the target. The modifiers applicable to physical attacks in Introductory Alpha Strike are shown on the To-Hit Modifiers Table.


Step 3: Roll to Hit Roll 2D6 for each unit and compare the total to the modified to-hit number identified in the previous step. If the dice roll equals or exceeds the modified to-hit number, the attack is successful. Step 4: Determine and Apply Damage When a physical attack is successful, its damage is applied immediately, but does not take effect until the End Phase. All physical attack damage is applied in the same fashion as weapon attack damage. Special physical attacks use different rules for determining damage, as described below. Charge Attacks In a Charge attack, the attacking unit uses its Charge ground movement to ram Damage table into its target, using its mass and speed to deliver Unit Multiply damage. A successful Size Move by Charge can thus damage 1. To find this damage, damage for Death from Above take the total inches the DFA attack attacker traveled, divide that by 2, and multiply by the result by the value shown on the Charge Damage Table, rounding normally.


The result is the amount of damage inflicted against the target unit. Damage to Attacker: If the Charge attack is successful, the attacking unit also suffers 1 point of damage if its target is Size 3 or higher. This damage does not count as an attack by the target unit, which may attack normally during its Combat Phase. Death from Above Attack In order to execute a Death from Above DFA attack, the attacking unit must have jumping movement. Airborne units may not be targeted by a Death from Above attack. Damage to Attacker: If the DFA attack succeeds, the attacking unit also suffers damage equal to its own Size. This damage does not count as an attack from the target unit, so the target may attack normally during its own Combat Phase. introduction Introductory alpha strike Standard Alpha strike Abstract Aerospace System Advanced Options Alpha Strike Campaign Rules Era Setting: The Clan Invasion The BattleTech Universe 19 If the overheating unit is in water.


If a unit outside of water or in water terrain of less than 2 inches in depth made a weapon attack in the current turn—but does not use Overheat—its Heat Level will remain unchanged in the End Phase. the extra heat points from these attacks are simply lost. Cooling Down Any unit that used Overheating in the current turn will increase its Heat level as mentioned above. Heat Special Ability: Attacks using the Heat HT special ability may not be augmented by overheating. which represents automatic shutdown. and all units that are destroyed must be removed from play at this time. Remember that heat levels do not actually change until the End Phase of the turn in which the unit overheated. Damage Unless overridden by a special ability. Overheat Long OVL Special Ability: If a unit has the OVL special ability. all damage inflicted during the Combat Phase takes effect during the End Phase. Heat scale levels should be marked in pencil.


which is then marked on the heat scale. they will instead affect the unit during its next turn. End Phase The following describes the rules for the End Phase of an Alpha Strike turn. If the attack succeeds. Death from Above: A successful DFA automatically results in 1 roll on the Determining Critical Hits Table against the target unit. This includes all Critical Hit effects as well. and ignore all target movement modifiers during that turn. the unit does not receive any additional heat effects. In the next turn.


modifiers caused by overheating do not impact the attack that causes the overheating to begin with. Attacks against a shutdown unit apply a —4 to-hit modifier. It cannot overheat again by 2 or 3 until it cools down. Refer to Roll for Critical Hits see p. an additional roll for critical hits must be made. this Stalker can only overheat by 1 additional level. For each point of Overheat Value a unit uses in this fashion. and cannot expend Move or attack in the following turn. This number reflects the fact that these units have more weapons than they can safely fire. and thus will not cool down at all in the End Phase. because only one space is left on the heat scale shutdown. its use of Overheat will also increase its damage value in the Long range bracket in the same manner as it will for Short and Medium range.


Physical Attacks: Physical attacks may not be augmented by overheating. it deals extra damage at the Short or Medium range brackets equal to the OV points used when the attack was announced. Shutdown The maximum heat level of 4 appears on the heat scale as an S. Jumping Move is not affected by the heat scale. but still delivers only 2 points of damage at Long range because it does not have the OVL special ability. Step 5: Roll for Critical Hits Physical attacks may inflict critical hits just like weapon attacks. it reduces this heat level by 1 point. When a unit overheats. and does not have the OVL special ability. If a unit capable of building heat has already generated 2 points of heat during the turn from HT attacks. no unit may receive more than 2 points of heat from attacks made using this special ability. In a single turn. With the OV of 3. If the target did suffer structure damage as a result of the DFA attack. including any modifiers for the targets jump capability if applicable.


Both players may complete this phase simultaneously. A warrior piloting such a machine can push his unit beyond its safety limits to inflict extra damage. A unit cannot overheat more than the heat scale will allow see Heat. A unit reaching this level on the heat scale shuts down. A unit in water of 2 inches in depth that used only 1 point of Overheat will also not change its current Heat Level in the current End Phase. Heat HT Special Ability: The Heat special ability see p. even if the target suffered no structure damage as a result of the attack. it can overheat by up to 3 points in a turn. If the target is a unit type that does not use a Heat Scale. The special ability descriptions below describe abilities usable in Introductory Alpha Strike. Energy ENE A unit with this ability has little to no ammo to explode. it will remain at a Heat Level of 2. Heat levels will thus decrease during the End Phase only as follows: A unit that begins the End Phase as a shutdown unit automatically drops to a Heat Level of 0 and restarts.


A unit without this special ability may only apply the damage benefits of its Overheat capabilities to damage delivered in the Short and Medium range brackets. If two special abilities contradict each other. his Loki will automatically shut down in the End Phase of that turn. If the Loki is not destroyed during the turn in which it is shutdown. CASE II CASEII Units with this ability have superior protection against ammunition explosions and can ignore Ammo Hit critical hits see Ammo Hit. If a special ability contradicts the basic gameplay rules. while a unit with HT2 can deliver 2 heat points. Starting with the following turn. A unit does not make a weapon attack in the current turn also reduces its Heat Level to 0. as long as it did not use any Overheat in the current turn.


but will suffer additional damage. but may be used in standard or advanced Alpha Strike. A unit that enters water of 2 or more inches in depth will reduce its Heat Level by 1 point. the ability takes precedence. some special abilities may also reflect handicaps or restrictions. and adds 1 additional point of physical attack damage on a successful Melee-type physical attack see Resolving Physical Attacks. and will thus be unable to move or make weapon attacks for another full turn. and ignores Ammo Hit critical hits see Ammo Hit. and as long as the Loki remains at this heat level. Wolverine II WVR-7H. in the next turn. Special abilities followed by a numeric designator indicate indicates that may have variable effect based on the number used. CASE CASE Units with this ability can minimize the catastrophic effects of an ammunition explosion and thus can survive Ammo Hit critical hits see Ammo Hit.


refer to the detailed ability description for additional instructions. Unless the Loki forgoes a weapon attack or enters water deep enough to submerge itself. the heat this ability would normally produce is added to the normal attack damage instead see Determine and Apply Damage. Caleb uses another 2 points of Overheat. it will lose 4 inches of Move 2 Heat x 2 inches. Units may have multiple special abilities. a unit with HT1 indicates a unit that can deliver 1 heat point in a successful attack against a targeted unit. with their common abbreviation given in parentheses. While most of these provide units with additional benefits. Introductory alpha strike Special Ability Descriptions These abilities are listed by name. Any special abilities not found in the list below have no effect in the introductory level of play. including miniatures. aerospace fighters. While these rules are mainly focused on ground-level warfare.


conventional infantry CI. ProtoMech PM. conventional fighter CF. Components Standard Alpha Strike uses the same basic components found in Introductory Alpha Strike. many references between the two chapters may be expected. and add to those discussed in the introduction of this book: Unit: Under these rules. spheroid DropShip DS. and mobile structures all operate as single-element units. six-sided dice. The unit cards. ProtoMechs operate in five-element groups often referred to as Points. treats groups of troopers as single unit called a Point or squad depending on the faction that uses them. which will be covered in the next chapter. combat vehicle CV. support vehicles. mobile structure MS. which track the vital statistics and conditions of each unit in play.


conventional fighters. The following Alpha Strike rules are considered to be suitable for standard-level play. which are fielded in single units of troopers organized as platoons or Points. tape measures and tabletop terrain. Conventional battle armor. As they cover the broad spectrum of ground units available to armies in the BattleTech setting. Unit Type: Where Introductory Alpha Strike covered only BattleMech BM unit types. which also act as one unit in gameplay. small craft SC. but the increased range of unit types will add new data are described in the additional game terms below.


aerodyne DropShip DA. and battle armor BA unit types. aerospace fighter AF. support vehicle SV. The same goes for conventional infantry units. as long as it moves and attacks as one. Players of standard-level Alpha Strike. need not feel obligated to include all of these unit types in a given force. they are naturally more expansive than those found in Introductory Alpha Strike game system. Standard Alpha Strike Clan Wolf forces hold fast the gates of the Kerensky Blood Chapel against all contenders. Standard Alpha Strike adds the IndustrialMech IM. Additional Game Terms for Standard Alpha Strike The following terms are commonly used when playing standard-level Alpha Strike. are likewise used in the same basic fashion as those required for the introductory-level game. they are also designed to work alongside the aerospace component of the game. or wheeled w movement. Alpha Strike Campaign Rules Hold the Line Scenario In this scenario. a multiscenario campaign is sketched out that describes the basics of a planetary assault.


Aerospace Units: In Alpha Strike. Force or Army : In an Alpha Strike. Wingin-ground effect WiGE vehicles. the player with the highest dice result is the setup initiative winner. references to ground vehicles includes any combat vehicle or support vehicle that uses tracked t. use 5-unit Stars. and the other is the defender. gets the first pick when choosing forces. but can also refer to wing-in-ground effect WiGE vehicles g due to their unique motive system. to a full regimental combat team or larger. The most common formations used by the various factions in BattleTech typically begin with 4-unit lances. The attacker wins by defeating all defenders before that occurs. references to aerospace units cover any units that have Thrust ratings instead of Move ratings. Naval Vehicles: In Alpha Strike. a force can range in size from a singleelement unit. The defender wins by preventing this. Ground Vehicles: In Alpha Strike. and Naval Vehicles. Formation: In an Alpha Strike game.


and ground vehicles. battle armor. scenarios need not be any more complicated than straight last-man-standing battles between the opposing forces. Choosing Scenario Types In most games of Alpha Strike. one player is the attacker. Under these rules. and ultimately to 3-battalion regiments. which use the g movement type. DropShips: Under Alpha Strike. rather than a measure in inches. When the size of a formation is important in the rules. Vehicles: In Alpha Strike. may often be classified as ground vehicles as well. and Galaxies comprised of 3 to 5 Clusters. Setup To begin setup. If playing the full campaign. of course. which combine into 3-lance companies. disregard the standard scenario setup rules presented here. but also determines what critical hit table is used for the unit as it suffers damage in combat. will nevertheless be referred to separately.


introduction Introductory alpha strike Standard Alpha strike Abstract Aerospace System Advanced Options Stand-Up Fight Scenario The basic stand-up fight is a straightforward scenario. it will be specified. Below are just a few suggestions players can try to add more spice to their Alpha Strike games. Air vehicles are not considered true aerospace units in the BattleTech setting. for instance. This rating is a point value. Clusters comprised of 3 to 5 Binaries or Trinaries. Epending on the scale of the game being played. Thrust: Aerospace units in Alpha Strike have a Thrust rating instead of Move. the setup initiative winner may simply elect to be the attacking force or the defending force for the entire planetary assault campaign. the controlling player for each side rolls 2D6. and are thus not governed by the same rules. Planetary Assault Campaign In the Campaign Play chapter see pp.


Ground Vehicles. a reference to vehicles without specifying a particular vehicle type includes all combat and support vehicles that use Move ratings but not Thrust ratings. which operate in many ways similar to BattleMechs. due largely to the more abstract mechanisms that govern aerospace combat in this game. Other possibilities exist. Ground Units: In Alpha Strike. and thus are not always covered by this term. the term DropShip by itself will generally refer to both spheroid DropShips and aerodyne DropShips. Many factions vary or customize these formations. but also share features with VTOLs and naval vehicles. Air Vehicles: In Alpha Strike. This includes support vehicles built as fixed-wing or airship units. references to air vehicles refer to any combat vehicle or support vehicle that uses VTOL v movement. The Clan factions.


Two evenly-matched forces—both in numbers and total Point Value—do battle until one side is destroyed or forced to withdraw. hover h. and gets to place the terrain. The initiative winner chooses the scenario type. Players are encouraged to consider those tracks as options for individual Alpha Strike scenarios. Era Setting: The Clan Invasion Breakthrough Scenario In this scenario. references to naval vehicles cover any combat vehicle or support vehicle that uses naval n or submersible s movement. and use the setup rules provided for each track as provided. information like restricted terrains and operating conditions. and wins the right to select the home edge of the map for his army during the game. with at least half of his units surviving to make their escape. one player serves as defender against at least twice as many attacking units. The BattleTech Universe including Air Vehicles.


For the duration of the game setup. or simply choose their sides and play out the full assault from start to finish. from his starting deployment zone. During set-up. and rounding up to the nearest whole number. either one side or both sides must then attempt to capture these objective markers during the course of the scenario. The total PV for the lance is now 82 points. combined-arms armies may be found in our downloadable Alpha Strike Supplemental series. with 4 units—one with C3M and a PV of Per the rules for C3 equipment. Alternative Army Lists Beyond the lists presented in this book. while their opponents attempt to prevent this. plus three units worth 15 PV apiece. but larger. Players comfortable with the rules may even create their own custom army lists by either converting standard BattleTech units to Alpha Strike play using the rules found in our Strategic Operations advanced rulebook.


Preparing Unit Cards The data presented in each army list provides the full Alpha Strike stats for the units in that army list. To find how much. Point Value Skill Rating Table Unit Skill Rating Point Value Multiplier Wet Behind the Ears 7 0. Whatever is decided. large support vehicles. the total PV and number of units for each force should be likewise balanced to have an even game. round up to 4 PV for a modified total of 19 PV each. This equipment—noted on units with the C3S. If players choose to use partial or multiple army lists. Forces with roughly the same total PV and the same numbers of units should thus be of similar combat ability. aerospace fighters and standard-sized support vehicles use a basic unit card that provides for only one firing arc.


thus offering an even match. plus 5 percent for each additional unit in the network. but the sheer numerical difference will certainly make it a tougher battle for the player whose force is seriously outnumbered. each player should choose one of these army lists to serve as his force. This additional percentage is applied to the PVs of all units in the network. a lance-sized force. Capture the Objective Scenario In this scenario type. There are two types of unit cards in standard-rules Alpha Strike see p. the use of C3 equipment modifies the PV value of all the units that are linked into the network. adding 10 percent for the first link. Force Balancing For the purposes of establishing game balance. one or more objective markers are placed on the board along with the terrain see Objective Markers. and mobile structures. consult the Point Value Skill Rating Multiplier Table. For greater challenge.


every Alpha Strike unit has a Point Value PV that provides a numerical estimation of its overall combat ability. or C3I special abilities—are fully explained under the rules for such special abilities see pp. Designed mainly for quick. to a minimum PV of 1 point. Players interested in shorter games may choose to employ only a portion of these army lists for a given scenario. the opposing forces are evenly matched in numbers and in total Point Value. the three C3S units are linked to the master C3M unit. and more involved forces. players may purchase downloadable supplements on-line that present larger and more varied army lists appropriate to any desired era of BattleTech gameplay. for a total of 25 percent. introductory-level play. and thus use the unit card type that facilitates this ability. Total Point Values within 5 percent of each other for such mismatched forces might still suggest a fair fight under these conditions.


Choosing Forces The small army lists provided in this book are appropriate forces to the various major factions involved in the Clan Invasion era. all with C3S— are linked together. perhaps trading numbers of units for units that have higher PVs due to greater skill or more powerful units. players may choose mismatched sides. All adjusted PVs must be rounded normally. Depending on player preference. Before starting play. players may combine two or more army lists per side to create even larger. plus 5 percent each for the other two units linked. leaving the remaining bubbles untouched. can have multiple firing arcs. these must be within his own deployment zone. Standard Alpha strike Abstract Aerospace System Advanced Options Alpha Strike Campaign Rules Era Setting: The Clan Invasion The BattleTech Universe Step 3: Combat Phase As with the movement phase.


the Initiative winner then moves one of his units. performed in the following order: Step 1: Initiative Phase Each player rolls 2D6 and adds the results together to determine Initiative. called phases. rare fuel or ammunition canisters. Players must continue alternating unit placement until all of their units have been placed. all units on the table will have an opportunity to move and fire their weapons or make physical attacks. but—rather than Specific actions. all terrain and objectives if any are set. and all units are placed in their starting positions. and the players continue alternating their unit movements until all units have been moved. Once the nature of the game is decided. Objective Markers Optional Battles are always fought for something. the Initiative winner actually executes unit movement and combat actions after the player s with the lower Initiative roll. units begin play off the board and enter the battlefield on the first turn.


effects of damage and so on are fully explained in separate sections later in these rules. Because movement and combat are considered to occur simultaneously in the course of an Alpha Strike game turn. units may begin play deployed on the battlefield. it will not move or attack in game play. the player with the higher number of units must move more units in proportion to that of his opponent. The player who rolled the lowest for setup initiative places the terrain on the play area. the player with the lowest Initiative roll acts first in the Combat Phase.


As indicated above. To reflect this. the player with the higher setup Initiative roll may choose whether to begin placing his units first or second. These objectives reflect some tangible asset to be captured or destroyed by one side. a disabled unit. Each turn consists of several smaller turn segments. the players will alternate placing their units on the map. players may take one type of action. the game can now begin. while all but 4 of its Structure bubbles must be blocked out. a building. During each turn. Starting Positions Generally. introduction Introductory alpha strike Sequence of Play An Alpha Strike game consists of a series of turns. and will not count against stacking limits. refer to the Unequal Number of Units rule see p. Whenever the rules refer to a player. Each turn includes the following phases. and defended by the other—perhaps important VIPs. During each phase. If the number of units per side is unequal.


all but 8 of the Armor bubbles must be blocked out. that term can mean a team of players as well as an individual. This means that. re-roll ties. these rules presume that each game is made up of two sides. controlled either by two players or by two teams of players. For simplicity. such as movement or combat. giving each placed unit any facing direction desired. the initiative winner places any objectives for his opponent within his own deployment zone. Placing Terrain In Alpha Strike play. For a game played using objectives. should players agree. Presuming an equal number of units on the two sides.


available terrain is usually selected by the agreement of both players. If the force sizes are unequal. Once that is decided. a unit that is forced to withdraw is counted as defeated but not necessarily destroyed. the victory is Marginal. Capturing Objectives In Capture the Objective-style scenarios. each unit may execute one attack. Victory Points As each unit in Alpha Strike is assigned a Point Value. these rules provide a suggested framework for working a scoring system into a scenario. Scenarios where objective markers are in play. the victory is Decisive. Victory Conditions In Standard Alpha Strike. the turn ends and the players return to Step 1. defeated and destroyed units both count toward victory conditions. repeat all these steps until one side meets its victory conditions for the scenario.


for example. Alternative Victory Conditions Off course. Under this system. At the end of the second End Phase. In an Alpha Strike game. these points can be used as a method to determine the winner in a scenario and the quality of his victory. based on the scenarios being played. and remain within 2 inches of the objective for two consecutive End Phases. The ultimate goal of the scenario can be anything the players agree upon. followed by the Initiative winner. the game becomes a draw. To capture an objective. and only accrue or lose them based on the events described in the Victory Points Table. which is usually noted on the playing area by one or more objective markers see Objective Markers.


and removed from the field. round up to the game is considered a draw. If the last units on each side are simultaneously destroyed. While there are a great many ways to score a win. Objective Point Value: For purposes of measuring Victory Points in an objective-based scenario. each player executes any miscellaneous actions remaining for the turn. divided by the number of objectives in play rounded normally. If the Forced Withdrawal rules are in play see Forced Withdrawal. based on the nature of the campaign. Other scenario-specific victory conditions may also be in play.


the unit must have withdrawn under the Forced Withdrawal rules. or restarting units that shut down from overheating in a previous turn. but is considered occupied so long as an attacking unit remains within 2 inches of the objective marker without any defending units also positioned inside the same radius. if the defender fields a force whose total Point Value is a unit must move to within 2 inches of the objective marker. After resolving all End Phase actions. In the Combat Phase. players start the scenario with no victory points. the point values for capturing each objective would be points x 0. will place equal or greater importance on the capture of one or more designated objectives see Capturing Objectives. such as removing destroyed units. making a scoring system necessary to measure success see Victory Points. kill counts alone may not actually be the defining measure of victory in a given scenario.



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Web27/10/ · Alpha Strike. House Rules v Strike Ops Campaign System v (Updated 10/19/22) Campaign System v Quick Ref Guide (RAW) v Sequence of Play Cheat Sheet. Aries Games & Minis Lance Packs (Old Style) BattleTech: Destiny. Destiny Rules Ref v (Updated 09/12/22) Campaign System v Quick Ref Guide v Starter Box 10/03/ · Alpha Strike - Quick Reference Sheet BattleTech - The Board Game of Armored Combat» BattleTech Game Systems» Alpha Strike» Alpha Strike - Quick Reference Web28/8/ · Aug 9, #8. It is going to depend a lot on the rule. AS abstract a lot of things from full BT and some rules are pretty different (like movement modifiers), so depending on how the rule interacts with the abstraction, then that will be the work to either do a straight conversion, or more a new rule keeping the spirit of the old one. A Battletech: Alpha Strike Free Download! “Wars are not won on the field of combat. Battles are, but those are only ever part of the story.” — Precentor Martial Anastasius Focht, Take Mar 10,  · Alpha Strike - Quick Reference Sheet. «on: 11 May , ». I've created this linked Quick Reference Sheet. Hopefully this aid lowers the learning curve and helps 26/02/ · BattleTech Alpha Strike Preview 1 Battletech Quickstrike Alpha Strike 35QS Unit Cards Sample file - Wargame Vault · PDF file 4. · BattleTech Technical ... read more



to maneuver around obstacles. Read Online by creating an account Battletech: Alpha Strike READ [MAGAZINE]. then the attack cannot be made. 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. BattleTech: Field Manual: Updates Review the Troops For five long years the Inner Sphere has known war on a scale not seen in centuries, with the militaries of literally every faction involved in combat to one extent or another. Otherwise, the damage applies to the front of the target.



references battletech alpha strike pdf download naval vehicles cover any combat vehicle or support vehicle that uses naval n or submersible s movement. Because this is more than 6 inches. Savage Worlds. Contact us. If the terrain features are modular, the players can even alternate turns adding elements to the terrain table, setting up any hills, water features, woods, and so forth suitable for play. No Critical Hit: The hit causes not critical effect. The player who rolled the lowest for setup initiative places the terrain on the play area.

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