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Alpha Strike Errata v2.3.

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Alpha Strike
(Version 2.3.1)

The following is a compiled rules errata for the first printing of Alpha Strike as of 29 July, 2017.

FULL ERRATA
This section combines all previously issued errata with the new additions of version 2.3.1, so that every ruling is in order
and in one place. There have been two releases of Alpha Strike to date: 2013 (first printing) and 2015 (second printing):
you can check page 5 of the book to determine which one you have.

Entries new to a given errata release in the 2.X series are numbered (e.g., any item that was new to v2.1 is marked with a
“①”, any item new to v2.3.1 is marked with a “③”, etc.). All entries not marked in this way are included in the 2015
second printing. All page number references are for the first printing.

Please note that, in the interests of brevity, typo and minor formatting corrections have not been listed unless they affect
an understanding of the rules.

Introduction
Supplemental Rules (p. 7)
Second sentence
For the conversion rules, players will find the rules in Strategic Operations (see pp. 355-381, SO).
Change to:
For the conversion rules, players will find these in the Alpha Strike Companion (see pp. 90-137, ASC).

① Tabletop and Terrain (p. 8)


Second sentence
The rough “real world” scale for this battlefield is approximately 7.5 meters per inch, making the recommended table sizes
generally equivalent to a battlefield size 360 to 540 meters across.
Change to:
The rough “real world” scale for this battlefield is approximately 15 meters per inch, making the recommended table sizes
generally equivalent to a battlefield size of 1080 × 720 meters.

Introductory Alpha Strike


The Unit Card (p. 11)
Insert the following new subentries:
TMM: Target Movement Modifier. This is the to-hit modifier the unit receives if it is the target of an attack while using
its standard movement mode. If the unit has received damage that reduces its Move, or temporarily has a lower available
Move due to heat or other effects, its Target Movement Modifier will be different (see To-Hit Modifiers, p. 17).
Role: The typical combat role of the unit. See the Force-Building rules in the Alpha Strike Companion (p. 146).
Critical Hits: The card has several different Critical Hit effects that can be marked to keep track of critical damage.
Alpha Strike Errata v2.3.1 Page 2 of 41

Alternative Army Lists (p. 12)


Second sentence
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), or by translating the
unit’s “Quick-Strike” stats as found on the BattleTech Master Unit List (www.masterunitlist.info).
Change to:
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 the Alpha Strike Companion), or by printing the Alpha Strike cards found
on the BattleTech Master Unit List (www.masterunitlist.info).

② Movement Phase (p. 13)


Before “Minimum Movement” insert the following new section:
Mobile vs. Immobile
A unit with a Move value of at least 1” is considered mobile, while a unit with a Move value of 0” is considered
immobile. Mobile units that have either been temporarily reduced to a Move value of 0”, or are no longer able to
move at all (through heat effects, critical hits, motive system damage, etc.), are also classified as immobile for as long
as they have a Move value of 0”. An immobile unit cannot use minimum movement.

Movement Cost Table (p. 14)


“Movement Cost” column, last row
+1” (max 2” per 1” travelled)
Change to:
+2” (max 2” per 1” travelled)

Terrain [example text] (p. 14)


1) First paragraph, second sentence
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.
Change to:
To move to Point A, it spends 4 inches of its available Move to get to the hill, 4 inches to move up the hill, and then
2 more inches to move across the hill.

2) Last paragraph
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 inches of Move for the elevation change into the water and then 4 more inches of Move to push through 2
inches of water terrain.
Change to:
If the player would rather place his Vulture in the water, he can move the ’Mech 3 inches to the water’s edge,
spend 4 inches of Move for the elevation change into the water and then spend 3 inches of Move to push through
1.5 inches of water terrain.

Jumping (p. 14)


Under “Maximum Jump Height”, second sentence
A jumping unit can jump over any terrain that is lower in height than its jump Move rating, so a unit with 6 inches of
jumping Move may jump over any obstructions less than 6 inches tall.
Change to:
A jumping unit can jump over any terrain that is lower in height than its jump Move rating plus its current elevation, so a
unit with 6 inches of jumping Move may jump over any obstructions less than 6 inches tall.
Alpha Strike Errata v2.3.1 Page 3 of 41

To-Hit Modifiers Table (p. 16)


1) Replace the Target Movement Modifiers subtable with the following:
TARGET MOVEMENT MODIFIERS1
Target Modifier
Immobile –4
Available Move:
1”-4” +0
5”-8” +1
9”-12” +2
13”-18” +3
19”-34” +4
35”+ +5
Jumped +1

2) Under “Physical Attack Modifiers”


Charge +2 Melee +1
Change to:
Charge +1

3) Delete the “Target Modifiers” subtable and its “Is Shutdown/Immobile –4” entry.

4) Footnote 1
1
Modifier Modifier is based on the unit’s available movement,
Change to:
1
Movement Modifier is based on the unit’s available movement,

Shutdown Units (p. 17)


Shutdown units do not receive a movement modifier for target’s available movement.
Change to:
Shutdown units are immobile, and so have a target movement modifier of –4.

Heat Special Ability (p. 17)


Replace the paragraph with the following:
Some units have a preponderance of heat-generating weapons. Units with this feature reflect this in the unit’s stats via
the Heat special ability (HT#/#/#). The Heat special ability will also include a numeric rating (for example, HT1/1/-), which
will indicate the number of additional heat points that will be applied to a target in that range band (Short/Medium/Long)
in the End Phase of the turn when the attack hits. (This heat applies in addition to the unit’s normal weapon attack
damage, so a unit that has a Short range damage value of 3 and has the HT1/-/- special will deliver 3 points of damage plus
1 point of heat at short range.)

Critical Hit Effects (p. 18)


Under “MP Hit”, last sentence
If a unit is reduced to a Move of 0 inches (or less) in this fashion, the unit may no longer move.
Change to:
If a unit is reduced to a Move of 0 inches (or less) in this fashion, it is rendered immobile.
Alpha Strike Errata v2.3.1 Page 4 of 41

② Step 1: Determine Physical Attack Type (p. 19)


Under “Special Physical Attacks”, break the third and fourth sentences off into a new paragraph and change them as
follows:
Charges and Death From Above attacks are declared in the Movement Phase. They can only be declared if the
attacking unit can move far enough to end its movement in base-to-base contact with its target, and only against targets
that have already completed their movement. (In addition, a Death from Above attack may only be attempted by units
that have sufficient jumping Move to reach the target.) Once declared, they cannot be aborted or changed by the
attacker.

Charge Attacks (p. 19)


1) Fourth sentence
To find this damage, take the total inches the 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.
Change to:
The damage from a successful charge is equal to the number of inches moved, multiplied by the charging unit’s
Size value, and divided by 8—rounding all fractions normally. Thus, a Size 3 unit charging 6 inches to its target
would deliver 2 points of damage on a successful attack (6 [inches] x 3 [Size] ÷ 8 = 2.25, rounded normally to 2).

2) Replace the Charge Damage Table with the following:


Charge Damage Formulas

Charge Damage* = Inches Charged x Unit Size ÷ 8


Death from Above = Charge Damage + 1

*Round all fractions normally

Using Overheat Value (p. 20)


Under “Heat Special Ability”
Attacks using the Heat (HT#) special ability may not be augmented by overheating.
Change to:
Attacks using the Heat (HT#/#/#) special ability may not be augmented by overheating.

Heat (HT#) Special Ability (p. 20)


1) Change (HT#) to (HT#/#/#) in both locations in this paragraph

2) The Heat special ability (see p. 20)


Change to:
The Heat special ability (see p. 21)

Shutdown (p. 20)


Second paragraph
Attacks against a shutdown unit apply a –4 to-hit modifier, and ignore all target movement modifiers during that turn,
including any modifiers for the targets jump capability (if applicable).
Change to:
A shutdown unit is treated as immobile, and so has a target movement modifier of –4.
Alpha Strike Errata v2.3.1 Page 5 of 41

① Cooling Down (p. 20)


Replace the second paragraph with the following:
Assuming no external source of Heat is applied, if a unit outside of water (or in water terrain of less than 1 inch 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. A unit in water of 1 inch in depth or more that used only 1 point of Overheat will also not change its
current Heat Level in the current End Phase.

Heat (HT#) (p. 21)


Change (HT#) to (HT#/#/#)

Standard Alpha Strike


Additional Game Terms for Standard Alpha Strike (p. 23)
1) ① Insert the following new paragraph:
Infantry: Infantry includes both conventional infantry and battle armor.

2) ② Insert the following new paragraph:


Airborne: Any unit that is in the air, whether an aerospace unit or a ground unit such as a WiGE or VTOL,
counts as airborne. Units that are hovering or jumping, have landed, or are taxiing/taking off are not considered
airborne.

3) ③ Insert the following new paragraph:


Heat-Tracking Units: Only ’Mechs and Aerospace Fighters track Heat in Alpha Strike. All other unit types are
non-heat tracking units.

Alternative Army Lists (p. 24)


Second sentence
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), or by translating the
unit’s “Quick-Strike” stats as found on the BattleTech Master Unit List (www.masterunitlist.info).
Change to:
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 the Alpha Strike Companion), or by printing the Alpha Strike cards found
on the BattleTech Master Unit List (www.masterunitlist.info).

Force Balancing (p. 24)


Replace the “Adjusting for Skill” and “Adjusting for C3” paragraphs and the “Point Value Skill Rating Table” completely with
the following:
LOW-SKILL PV DECREASE TABLE IMPROVED-SKILL PV INCREASE TABLE
Unit’s Base PV PV Decrease per Rating Unit’s Base PV PV Increase per Rating
0-14 1 0-7 1
15-24 2 8-12 2
25-34 3 13-17 3
35-44 4 18-22 4
45-54 5 23-27 5
55-64 6 28-32 6
65-74 7 33-37 7
75-84 8 38-42 8
85-94 9 43-47 9
95-104 10* 48-52 10*
*Increase PV decrease by 1 point for every 10 base PV over 104. *Increase PV increase by 1 point for every 5 base PV over 52.
Alpha Strike Errata v2.3.1 Page 6 of 41

② SKILL RATING TABLE


Skill Description Unit Skill Rating
Wet Behind the Ears 7
Really Green 6
Green 5
Regular 4
Veteran 3
Elite 2
Heroic 1
Legendary 0

Adjusting for Skill


The Alpha Strike Point Value system is designed to generate a unit’s overall combat rating in Alpha Strike games when
using a “default” Skill Rating of 4, but in many games, players may find themselves fielding units with varying degrees of skill.
The following rules describe how to adjust a unit’s Point Value based on the Skill Rating of its pilot or crew.
① Drones: Units equipped with a Drone (DRO) special use the Skill of their remote operator to determine any PV
modifiers for Skill. Remember, however, that such drones always receive a +1 Skill value due to their nature, so a drone
operated by a Skill 4 operator must be valued as if the drone unit has a Skill of 5.
Less Experienced Skills (Skill Rating 5+): Higher Skill values reduce a unit’s Point Value. How many points this Skill value
increase reduces the unit’s PV is based on the unit’s base PV with a “default” Skill value of 4. For units with a Skill value
higher than 4, the PV of a unit is reduced by 1 point per point of Skill value increase if the unit’s base PV is 1 to 14 points, with
an additional reduction of 1 more point per point of Skill value increase for every 10 base PV the unit is worth after that. For
ease of reference, this formula is translated into the Low-Skill PV Decrease Table shown below.
For example, a unit with a base PV of 35 at a Skill value of 4, when assigned a crew of Skill 6, would decrease its PV cost
by 8 points (4 [PV decrease for a unit of 35-44 base PV] x 2 [2 Skill Rating increases above Skill 4] = 8). This reduces the unit’s
PV to 27 (35 – 8 = 27).
Minimum PV: Regardless of the unit’s starting PV and Skill based modifiers, the minimum PV for any unit in Alpha Strike
play is always 1 point.
More Experienced Skills (Skill Rating 3 and Under): Lower Skill values increase a unit’s Point Value. How many points this
Skill value decrease increases the unit’s PV is based on the unit’s base PV with a “default” Skill value of 4. For units with a Skill
value lower than 4, the PV of a unit is increased by 1 point per point of Skill value increase if the unit’s base PV is 1 to 7
points, with an additional increase of 1 more point (per point of Skill value increase) for every 5 base PV the unit is worth
after that. For ease of reference, this formula is translated into the Improved-Skill PV Increase Table shown above.
For example, a unit with a base PV of 39 at a Skill value of 4, when assigned a crew of Skill 2, would increase its PV cost by
16 points (8 [PV increase for a unit of 38-42 base PV] x 2 [2 Skill Rating decreases below Skill 4] = 16). This increases the unit’s
PV to 55 (39 + 16 = 55).

② Forced Withdrawal (Optional) (p. 27)


1) In between the first and second paragraphs insert the following new paragraph:
Forced Withdrawal and Transports: A unit making a forced withdrawal will not mount or stay mounted on
any transport unless that transport is also making a forced withdrawal and the transport’s Move is at least as fast
as the unit’s own Move. A transport making a forced withdrawal will not slow down to load or unload (for
example, to unload cargo). The transport can mount/dismount units that do not cost any Move to
mount/dismount.

2) Under “Crippling Damage”, last bullet point


The unit has been immobilized through Critical Hit effects.
Change to:
The unit has been immobilized through damage, Critical and/or Motive Hit effects.
Alpha Strike Errata v2.3.1 Page 7 of 41

Movement Phase (p. 27)


Before “Minimum Movement” insert the following new section:
Mobile vs. Immobile
A unit with a Move value of at least 1” is considered mobile, while a unit with a Move value of 0” is considered
immobile. Mobile units that have either been temporarily reduced to a Move value of 0”, or are no longer able to
move at all (through heat effects, critical hits, motive system damage, etc.), are also classified as immobile for as long
as they have a Move value of 0”. An immobile unit cannot use any movement options such as minimum movement or
standing still.

Minimum Movement (p. 27)


Replace the section with the following:
As long as a unit is mobile that turn it can always move 2 inches in any direction, regardless of the terrain’s movement
costs (unless the terrain in question is prohibited).

ProtoMech Movement (p. 27)


Delete this section entirely.

Terrain (p. 28)


Under “Level Change”, second sentence (first in the right column)
Changing levels costs 1 extra inch
Change to:
Changing levels costs 2 extra inches

Movement Cost Table (p. 30)


1) ③ Under “Terrain Type” column, Water section
Depth 0”-1” – change to Depth 0”
Depth 2”-3” – change to Depth 1”
Depth 4”+ – change to Depth 2”+

2) Under “Level Changes (up or down)”, “Move Cost per Inch” column
+1” (’Mechs, ProtoMechs) – change to +2”
+1” (VTOLs in Air) – change to +2”
+1” (Submarines in Water) – change to +2”
+2” (Infantry, Ground Vehicles) – change to +4”

Terrain [example text] (p. 32)


1) Left column, first paragraph, second sentence
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.
Change to:
To move to Point A, it spends 4 inches of its available Move to get to the hill, 4 inches to move up the hill, and then
2 more inches to move across the hill.

2) Left column, last paragraph


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 inches of Move for the elevation change into the water and then 4 more inches of Move to push through 2
inches of water terrain.
Alpha Strike Errata v2.3.1 Page 8 of 41

Change to:
If the player would rather place his Vulture in the water, he can move the ’Mech 3 inches to the water’s edge,
spend 4 inches of Move for the elevation change into the water and then spend 3 inches of Move to push through
1.5 inches of water terrain.

Additional Movement Rules (p. 32)


1) ① Before “Jumping” insert the following new subsection:
This ruling has changed from previous errata versions.
Standstill
A mobile unit that chooses to move less than 1 inch in the current turn and has not been transported that turn
is at a standstill. A unit that is standing still is easier to hit, but this also improves the unit’s ability to hit with its
own attacks (see pp. 36-37).

2) Under “Jumping”, first paragraph, last sentence


JR7-K Jenner, with its Move of 14”/6”j, can use 14 inches of Move on the ground, or jump for 6 inches.
Change to:
JR7-K Jenner, with its Move of 14”/8”j, can use 14 inches of Move on the ground, or jump for 8 inches.

③ Transporting Infantry (p. 32)


1) Under “Infantry Transports”, second paragraph, first sentence
This ruling has changed from previous errata versions.
It costs an infantry transport unit 2 inches of Move to mount (pick up) or dismount (drop off) battle armor or
infantry.
Change to:
It costs an infantry unit 2 inches of Move to board a transport.

2) Under “Infantry Transports”, third paragraph, after the first sentence insert the following:
It costs neither the transport nor the transported unit any Move to do so.

3) Under “Infantry Transports”, fourth paragraph, first sentence


Regardless of the infantry unit’s type, it may not use any Move in the turn it dismounts from its transport, but it
may execute attacks during the Combat Phase.
Change to:
After an infantry unit dismounts from a transport, it may not use any further Move that turn. However, it may still
execute attacks during the Combat Phase. A dismounting unit has a TMM of 0, but is considered to have used
ground movement and thus cannot be at a standstill that turn.

4) Under “Infantry Transports”, at the end of the paragraph insert the following new paragraph:
This ruling has changed from previous errata versions.
If a transport is destroyed, any units it is transporting are destroyed as well.

Combat Phase (p. 33)


1) First paragraph. Delete the third sentence (“ProtoMech Points—which operate as multiple units […]”)

2) First paragraph, last sentence


BattleMechs, IndustrialMechs, combat vehicles, infantry, battle armor, conventional fighters and aerospace
fighters always only have one attack per turn.
Alpha Strike Errata v2.3.1 Page 9 of 41

Change to:
BattleMechs, IndustrialMechs, ProtoMechs, combat vehicles, infantry, battle armor, conventional fighters, and
aerospace fighters always only have one attack per turn.

Step 1: Verify Line of Sight (p. 34)


1) ② At the end of the first paragraph insert the following:
There is a maximum range to line of sight for ground units of 42”. This may be reduced if using advanced
environmental conditions (see Environmental Conditions, p. 92).

2) ② At the end of the second paragraph insert the following:


Conversely, if more than two-thirds of the attacking unit’s miniature is blocked from seeing the target miniature
by solid terrain, the line of sight is blocked. The blocking of line of sight works both directions: if the attacker is
blocked from seeing the target, the target is blocked from seeing the attacker and if the target is blocked from
seeing the attacker, the attacker is blocked from seeing the target.

3) ③ Under “Water”, delete the second paragraph

4) ③ Before “Underwater and Torpedo Attacks”, insert the following new paragraph:
Submerged Units: A unit in water deep enough to cover the unit’s entire height, such as a ’Mech unit standing
in water 2 or more inches in depth, is completely submerged (see Unit Heights, p. 99). A unit in water at least 1”
deep, but less than the unit’s height (such as a ’Mech unit standing in 1”-deep water) is partially submerged. Units
on the surface of the water (such as a hovercraft or naval vessel) are not submerged.
A completely submerged unit has LOS to and may attack completely or partially submerged units in the same
water feature (if a unit can trace LOS entirely through water, it is in the same water feature). Attacks are blocked
from a partially submerged or non-submerged unit to a completely submerged unit and also from completely
submerged units to units on the surface of the water (in both cases, the TOR# special ability grants an exception;
see Underwater and Torpedo Attacks, below). LOS and attacks are blocked from a completely submerged unit to
a unit not in the same water feature.

5) ③ Under “Underwater and Torpedo Attacks”, replace the paragraph with the following:
Units with the TOR# special ability (see p. 48) can make torpedo attacks when partially or completely submerged
(see Water, above). In addition, torpedoes can be used to make attacks between submerged units and those on
the surface. Such attacks use only the unit’s TOR# damage.

② Step 1: Verify Line of Sight (p. 35)


Under “Indirect Fire”, replace the entire entry with the following:
If a unit has the Indirect Fire (IF) special ability, it may still attack targets within its range (and firing arc) even without a
direct LOS. To use indirect fire, there must be a unit friendly to the attacker that has a valid LOS and is within 42” of the
target (if using advanced environmental conditions, see the Visual Spotting Range Table, p. 89). This friendly unit is the
spotter.
Indirect fire attacks use the range and movement modifier of the attacking unit, the movement modifiers of the target,
and terrain and movement modifiers based on the spotter’s LOS. An additional +1 to-hit modifier applies to the attack
itself. Another +1 applies if the spotter makes an attack of its own in the same turn.
Units with the IF# and LRM#/#/# specials may use all alternate munitions, Special Pilot Abilities, and Quirks available to
the LRM#/#/# special when making indirect fire attacks, but are limited to using the LRM special ability’s long range value
if it is lower than the IF special ability value. (For details on Special Pilot Abilities and Quirks, see the Alpha Strike
Companion).
A unit used as a spotter for an indirect fire attack may be used to spot for more than one IF attack in a turn, but cannot
choose more than one target to spot in that same turn. Note that aerospace units can spot for indirect fire while they are
in the Central Zone, provided they have the Recon (RCN) special ability.
Alpha Strike Errata v2.3.1 Page 10 of 41

Step 4: Determine To-Hit Number (p. 36)


1) Replace the “Shutdown Units” paragraph with the following:
This ruling has changed from previous errata versions.
Immobile: An immobile unit’s target movement modifier is always –4. Attacks made by an immobile unit
(regardless of the attack type) receive a –1 to-hit modifier.
Standstill: A standstill unit’s target movement modifier is always 0. Attacks made by a unit at a standstill
(regardless of the attack type) receive a –1 to-hit modifier.
Ground Movement: A ground unit that moved 1 inch or more along the ground that turn, and did not jump, is
using ground movement. Such a unit’s target movement modifier is determined by the Move available to it that
turn (consult the To-Hit Modifiers Table for the exact modifier). So long as the unit moved 1 inch or more, the
actual distance it travelled is irrelevant: the Move it has available is what matters.
Jumping: A unit that jumps that turn has a target movement modifier determined by the jumping Move
available to it that turn (as with Ground Movement, its available jump Move matters, not the distance it
travelled). Then add the additional +1 target movement modifier for jumping. Attacks made by a jumping non-
infantry unit (regardless of the attack type) receive a +2 to-hit modifier.
② In unusual circumstances, attacks can occur during the Movement Phase. If an attack against a jump-
capable target is made before the target has moved this turn, assume the target used ground movement when
resolving it (regardless of how the target moved the previous turn).

2) Under “Occupying and Intervening Terrain”, second sentence


Terrain is intervening if the Line of Sight passes through it before reaching the target (see Verify Line of Sight, p.
34).
Change to:
Terrain is intervening if the Line of Sight passes through it before reaching the target, and any terrain occupied by
the attacker is considered intervening even if it does not pass through Line of Sight to the target (see Verify Line
of Sight, p. 34).

③ To-Hit Modifiers Table (p. 37)


Replace this table with the modified version attached to the end of this document. Note that footnote numbering may
differ between the table provided herein and any that appears in print.

② Step 4: Determine To-Hit Number [example text] (p. 38)


Replace the entire example with the following:
In the To-Hit Roll diagram, Alice’s ’Mech is at point A. The ’Mech she is attacking with has a Skill Rating of 3. It cannot
see Aaron’s ’Mech (at point B), since that unit is completely submerged. It can see the conventional infantry unit (at C), the
large support vehicle (at D), the ’Mech unit at point E, the ProtoMech at point F, and the vehicle at point G. Alice starts
with her Skill Rating of 3 and applies the rest of the modifiers. As Alice’s ‘Mech occupies Woods, all her attacks will have a
+2 to-hit modifier for Woods.
Here are her to-hit numbers:
The infantry unit at point C is 16” away, putting it at Medium range, which adds a +2 modifier. They have 2”f Move,
giving them a target modifier of +0. The Modified To-Hit Number is 7 [3 (Skill Rating) + 2 (medium range) + 2 (woods) = 7].
The large support vehicle at D is 26” away—Long range, which adds 4. It has 5 Move, giving it a target modifier of +2. It
is a large support vehicle, which subtracts 1. The Modified To-Hit Number is 10 [3 (Skill Rating) + 4 (long range) + 2 (woods)
+ 2 (target movement) –1 (Large) = 10].
The target ’Mech at E is 2” away, making it Short range, which doesn’t add a modifier. It has a Move of 10”/2”j. The
10” has a target movement modifier of +2, the 2”j has a target movement modifier of +0 and +1 jump for a +1 total. The
highest target movement modifier of +2 is used. Next, Alice adds 2 because it is in water that provides partial cover. The
Modified To-Hit Number is 9 [3 (Skill Rating) + 0 (short range) + 2 (target movement) + 2 (woods) + 2 (partial cover) = 9].
Though Alice’s unit has LOS to ProtoMech at F, that unit is outside of her firing arc, so no shots at it are possible.
The vehicle unit at point G is 8” away, putting it at medium range for a +2 modifier. It has an 8” Move, giving it a target
modifier of +1. There are 2” of woods between the attacker and target, but occupied and intervening woods are not
Alpha Strike Errata v2.3.1 Page 11 of 41

cumulative, there is still only the +2 to-hit modifier for Woods. The Modified To-Hit Number is 8 [3 (Skill Rating) + 2
(medium range) + 1 (target movement) + 2 (intervening/occupied woods) = 8].

Step 6: Determine and Apply Damage (p. 38)


1) ① Under “Mechanized Battle Armor”, at the end of the paragraph insert the following new paragraph:
Area of effect (AoE) damage (see p. 39) ignores this process, damaging all units within the area of effect
instead.

2) After “Amount of Damage” insert the following new paragraph:


Minimal Damage: Some units in Alpha Strike deliver damage on a scale so low that their attacks can
potentially have no effect. This typically occurs with lightly armed units, such as ProtoMechs, which typically rely
on numbers to make up for their limited firepower. Units that fall into this category will feature a damage value
of “0*” (zero, with an asterisk) at the appropriate range bracket. This value indicates that the unit can deliver
minimal damage at that range, rather than no damage at all.
Every time a unit executes a successful attack at a range bracket with 0* damage, its controlling player must
make a 1D6 roll. If the result is 4 or higher, the attack delivers a single point of standard damage. Otherwise, the
attack still hits, but delivers no damage.
Successful minimal damage attacks that fail to deliver any actual damage may not resolve any Critical Hit or
Motive Hit checks, but will prompt hull breach checks if they occur in underwater or vacuum environments. In the
case of special rules that modify a unit’s damage and require rounding, minimal damage attacks always round
down to 0.

3) Under “Special Ability Damage”, second sentence


AC, ARTX, FLK, IF, LRM, SRM, TOR, and TUR
Change to:
AC, ARTX, FLK, IF, LRM, REAR, SRM, TOR, and TUR

4) Last sentence: change (HT#) to (HT#/#/#)

Heat Special Ability (p. 39)


1) First paragraph, third sentence
The Heat special ability will also include a numeric rating (for example, HT1),
Change to:
The Heat special ability will also include a numeric rating at each range (for example, HT1/-/-)

2) First paragraph, fourth sentence


so a unit that can deliver 3 points of damage and has the HT1 special will deliver 3 points of damage in the attack,
Change to:
so a unit that can deliver 3 points of damage and has the HT1/-/- special will deliver 3 points of damage in the
attack,

Underwater Damage (p. 39)


First sentence
With the exception of damage from torpedo weapons (units that have the TOR special ability), all damage from
underwater weapon attacks that hit a submerged unit is reduced by half (round down, to a minimum of 1).
Change to:
With the exception of damage from energy attacks (weapon attack from units that have the ENE special ability), all
damage from underwater weapon attacks that hit a submerged unit is reduced by half (round down, to a minimum of 1). If
the unit has the TOR special ability, add the full TOR damage from that range to the result.
Alpha Strike Errata v2.3.1 Page 12 of 41

Area of Effect (AOE) Damage (p. 39)


Replace the entire paragraph with the following:
Area of Effect (AoE) Damage: Some weapons and effects are described as Area of Effect (AoE), which can affect all
units within a given area centered on a point of impact (POI). If a unit is at a different elevation than the POI, the
difference in elevation is added to the distance from impact. Thus, a tank on a hill at the edge of a 2” (diameter) AoE
template and 1” above the POI is treated as if it lies 1” outside the 2” AoE template, but would still be within a 6” AoE
template.

ProtoMechs (p. 39)


Remove this entire paragraph, including the Individual ProtoMech Values Table.

Applying Damage (p. 39)


Delete the second sentence (“If the target of the attack is an individual ProtoMech […]”).

Damage to ProtoMechs (p. 40)


Delete this entire section, including the second block of example text (two paragraphs that starts with “John has a Point of
five Centaur ProtoMechs […]”)

② Step 7: Roll for Critical Hits (p. 40)


Under “Aerospace Units”, last sentence
The damage threshold for an aerospace unit is equal to one-tenth of the unit’s starting armor value, rounded up.
Change to:
The damage threshold for an aerospace unit is equal to one-third of the unit’s starting armor value, rounded up.

Critical Hit Effects (p. 41)


Under “MP Hit”, last sentence
If a unit is reduced to a Move of 0 inches (or less) in this fashion, the unit may no longer move.
Change to:
If a unit is reduced to a Move of 0 inches (or less) in this fashion, it is rendered immobile.

① (p. 42)
Before “Resolving Physical Attacks”, insert the following new section:
This ruling has changed from previous errata versions.
RESOLVING ARTILLERY ATTACKS
Units with an artillery attack capability (indicated by the ART special) can deliver an additional artillery-only attack in the
same turn it executes a physical or weapon attack. Artillery follows the standard rules for making a weapon attack (see pp.
34-44), with the following additions.
Target: Artillery, when used in direct-fire mode, can target either a unit or a Point of Impact (POI). This POI is selected on
the map, and an area of effect template is placed at the final POI to determine which units the artillery damages. If the to-hit
roll succeeds, the POI selected is the final POI. If the to-hit roll fails (the attack misses), the POI will scatter (see below).
Artillery fired indirectly can only target a POI.
Range: Unless otherwise specified on the Artillery Range and Damage Table, artillery can reach Long range (or even
Extreme range, if that optional rule is in use: see p. 99).
To-Hit Number: Artillery attacks do not use range modifiers, instead applying a +4 to-hit modifier to all attacks, except for
Artillery Cannons (which use standard range modifiers) and when using Extreme range. This is in addition to the +1 to-hit
modifier applied to all area-effect attacks. Attacks targeting a POI ignore all target movement modifiers, including immobile.
Damage: Artillery damages all units in its area of effect. Artillery with an area of effect greater than 2” has two damage
values: one for units within the 2” area of effect, followed by the damage to units outside the 2” area of effect but within the
6” area of effect.
③ Indirect Fire: Artillery can be fired indirectly (see Indirect Fire, p. 35). When fired indirectly, apply an additional –1 to-
hit modifier if the spotter has the TAG or LTAG special ability and is within 24” of the target (6” for LTAG).
Alpha Strike Errata v2.3.1 Page 13 of 41

Scatter: If artillery misses the target (unit or POI), it will scatter. Using the Area of Effect Template, with the “1” location
indicating the map’s “northern” direction, the attacker rolls 1D6 and uses the numbers outside of the parentheses to find
which of the 6 possible directions the missed artillery attack will scatter. Once direction is determined, a second 1D6 roll
result—multiplied by 2 if the attack is not from an Artillery Cannon—determines how many inches in that direction from the
original POI the missed shot will scatter to. This new location becomes the final POI.

Artillery Range and Damage Table

Artillery Name Special Max Range Damage Area of Effect


Arrow IV ART-AIS/ART-AIC 2 2”
Thumper ART-T 1 2”
Sniper ART-S 2 2”
Long Tom ART-LT 3/1 6”
Battle Armor Tube Artillery ART-BA 1 2”
Artillery Cannons
Thumper Cannon ART-TC Medium 0* 2”
Sniper Cannon ART-SC Medium 1 2”
Long Tom Cannon ART-LTC 2 2”

② Motive Systems Damage Table (p. 42)


Add a † symbol to the –50% Move motive effect, after the asterisk. In the footnotes section, apply the following changes:
*To a minimum of 0” Move; round fractions down
Change to:
*A unit reduced to 0” (or less) Move is immobilized
†If a fractional Move rating results, round it down. There is a minimum Move loss of 2”.

① Step 7A: Roll for Motive Systems Damage (p. 42)


Replace the first two paragraphs with the following:
Vehicles are inherently more vulnerable to disabling hits than BattleMechs. Whenever a vehicle unit (including combat
vehicles and support vehicles) is damaged, roll on the Motive Systems Damage Table, applying the listed modifiers
indicated for the vehicle’s motive type. A result of “No Effect” means that the vehicle’s motive systems suffer no
additional damage this time. All other results indicate that the vehicle has suffered damage that will impair its movement
for the rest of the game.

② Step 1: Determine Physical Attack Type (p. 43)


Under “Special Physical Attacks”, break the third and fourth sentences off into a new paragraph and change them as
follows:
Charges and Death From Above attacks are declared in the Movement Phase. They can only be declared if the
attacking unit can move far enough to end its movement in base-to-base contact with its target, and only against targets
that have already completed their movement. (In addition, a Death from Above attack may only be attempted by units
that have sufficient jumping Move to reach the target.) Once declared, they cannot be aborted or changed by the
attacker.

Step 4: Determine and Apply Damage (p. 43)


1) Delete the entire “ProtoMechs” paragraph.

2) ② Under “Anti-’Mech Infantry”, first sentence


On a successful attack, the infantry unit delivers its normal damage to the target and rolls once for a critical hit on
the target unit, even if there is armor remaining.
Alpha Strike Errata v2.3.1 Page 14 of 41

Change to:
On a successful attack, the infantry unit delivers its normal Short range damage to the target, applicable HT
effects (if any) and, provided it does at least 1 point of Heat or damage, rolls once for a critical hit on the target
unit, even if there is armor remaining. This stacks with all other opportunities for the attack to cause a critical hit
(such as damaging structure).

Charge Attacks (p. 43)


1) Fourth sentence
To find this damage, take the total inches the attacker travelled, 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.
Change to:
The damage from a successful charge is equal to the number of inches moved, multiplied by the charging unit’s
Size value, and divided by 8—rounding all fractions normally. Thus, a Size 3 unit charging 6 inches to its target
would deliver 2 points of damage on a successful attack (6 [inches] x 3 [Size] ÷ 8 = 2.25, rounded normally to 2).

2) ① Under “Damage to Attacker”, replace the paragraph with the following:


This ruling has changed from previous errata versions.
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.

Charge Damage Table (p. 43)


Replace the Charge Damage Table with the following:
Charge Damage Formulas

Charge Damage* = Inches Charged x Unit Size ÷ 8


Death from Above = Charge Damage + 1

*Round all fractions normally

Death from Above Attack (p. 43)


Under “Damage to Attacker”, replace the entire paragraph with the following:
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. If the DFA is unsuccessful,
the attacking unit suffers 1 point of damage (+1 extra damage point if the attacker’s Size is 3 or higher).

[example text] (p. 43)


1) ① Second paragraph, first sentence
If the Vindicator charges, Brian calculates that it will deliver 2 points of damage (7 inches ÷ 2 = 3.5; 3.5 x 0.5 =
1.75, rounding normally to 2) on a successful attack,
Change to:
If the Vindicator charges, Brian calculates that it will deliver 2 points of damage (7 inches x 2 Size ÷ 8 = 1.75,
rounding normally to 2) on a successful attack,

2) Third paragraph, last sentence


If the Vindicator misses, it will suffer 3 points of damage for its trouble (the Vindicator’s Size + 1).
Change to:
If the Vindicator misses, it will suffer 1 points of damage for its trouble (0 because the Vindicator’s Size is less than
3 + 1).
Alpha Strike Errata v2.3.1 Page 15 of 41

Special Ability Damage (p. 44)


Add “,REAR” after LRM and before SRM

① Overheating (p. 44)


Before the “Maximum Overheat and Heat Scale Effects” section insert the following new section:
This ruling has changed from previous errata versions.
Deliberate Overheating (’Mechs Only)
Any ’Mech may deliberately “spike” its heat level by simply declaring its intention to do so during the End Phase of
any turn. This reflects the pilot willfully deactivating heat sinks in an effort to get his machine to run hotter than
normal.
This heat spike does not add to the unit’s weapon attack value. Instead, it simply increases the unit’s heat by 1 level
on the Heat Scale—to a minimum level of 1. This increase is applied after all other heat factors have been resolved,
including those created by fire, weapon attacks, and so forth, and after Cooling Down (see p. 45).
A unit that deliberately overheats in this manner only continues to do so as long as its controlling player declares
that it is deliberately overheating in each turn’s End Phase. Otherwise, the unit’s heat sinks will automatically
reactivate and the unit will cool itself normally. While deliberately overheating, the unit obeys all relevant rules for its
heat level, including the standard rules for Heat (see pp. 44-45), and—if the unit possesses it—those for the Triple-
Strength Myomer (TSM) special ability (see p. 48).

Heat (HT#) Special Ability (p. 44)


Change (HT#) to (HT#/#/#) in both locations in this paragraph.

② Heat (p. 45)


After “Heat (HT#/#/#) Special Ability” insert the following new paragraph:
End Phase Heat Application: With the exception of Deliberate Overheating (see p. 44), any source that applies Heat
during the End Phase does so before Cooling Down occurs.

Shutdown (p. 45)


Replace the second paragraph with the following:
While shutdown, a unit is rendered immobile (see p. 27). As such, it has a target movement modifier of –4.

① Cooling Down (p. 45)


Replace the second paragraph with the following:
Assuming no external source of Heat is applied, if a unit outside of water (or in water terrain of less than 1 inch 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. A unit in water of 1 inch in depth or more that used only 1 point of Overheat will also not change its
current Heat Level in the current End Phase.

Anti-Missile System (AMS) (p. 46)


Replace the entry with the following:
A unit with an AMS reduces the damage by 1 point (to a minimum of 1) from any of the following attacks: standard
weapon attack from a unit with the IF, SRM, or LRM special abilities, Indirect Fire attack using the IF special ability, or
special weapon attack made using the SRM or LRM special abilities. AMS only works on attacks coming in the front firing
arc, unless mounted in a turret (TUR).

BattleMech Shield (SHLD) (p. 46)


Last sentence
All weapon attacks made by a ’Mech with this ability incur an additional +2 to-hit modifier.
Alpha Strike Errata v2.3.1 Page 16 of 41

Change to:
All weapon attacks made by a ’Mech with this ability incur an additional +1 to-hit modifier.

Fire Resistant (FR) (p. 47)


(HT#)
Change to:
(HT#/#/#)

Heat (HT#) (p. 47)


(HT#)
Change to:
(HT#/#/#)

② Indirect Fire (IF#) (p. 47)


At the end of the paragraph insert the following:
Units with the IF# and LRM #/#/# specials may make use of all alternate munitions, Special Pilot Abilities, and Quirks
available to the LRM#/#/# special when making indirect fire attacks, but are limited to using the LRM special ability’s long
range value if it is lower than the IF special ability value. (For rules on Special Pilot Abilities and Quirks, see the Alpha Strike
Companion).

① Infantry Transport (IT#) (p. 47)


At the end of this entry insert the following:
Infantry Transport can be reduced and the same amount of Cargo Transport, Tons (CT#, see p. 106) added to a unit prior
to the start of a game.

① Mimetic Armor System/Light Mimetic Armor System (MAS/LMAS) (p. 47)


Replace the entire entry with the following:
This ruling has changed from previous errata versions.
Mimetic armors are similar to Stealth systems (see below) in that they make a target more difficult to hit with weapon
attacks (but not physical attacks). Unlike Stealth, to be effective mimetic armor requires its bearer to remain stationary.
If a unit with the MAS special ability is immobile or remained at a standstill during the this turn’s Movement Phase, all
non-physical attacks against that unit receive a +3 to-hit modifier for the remainder of the turn. LMAS functions the same
way, but provides only a +2 to-hit modifier.

(p. 48)
After “Overheat Long (OVL)”, insert the following new entry:
This ruling has changed from previous errata versions.
Rear-Firing Weapons (REAR#/#/#/#)
Although rear-facing weapons are common enough on larger and less flexible units like mobile structures and DropShips,
several smaller units also feature secondary weapons mounted in their rear fields of fire. ’Mechs, vehicles, and fighters that
possess such weaponry feature the REAR (#/#/#/#) special unit ability to reflect this. As with most other special weapon
abilities, the numbers associated with this ability indicate the damage that the unit can inflict at each range bracket.
Ground Units: Any ground unit with rear-facing weapons may decide to use them against any targets that begin the
Combat Phase outside of the unit’s normal firing arc. This rear attack is resolved using all of the same rules as a normal
weapon attack, but applies an additional +1 to-hit modifier.
Airborne Units: The same rules apply for fighter units as for ground units. However, a fighter may only use its rear-facing
weapons against units that are specifically tailing them (see pp. 58-60), and are within range of its rear weapons. Thus, if a
fighter has rear-firing weapons that only delivers damage to the Short range bracket, it may only use these weapons against
tailing enemies at Short range.
Combining Forward (or Turret) and Rearward Attacks: A unit attempting a REAR attack may still deliver normal forward-
firing attacks in the same turn, but its ability to do so is reduced. To reflect this, if a unit makes an attack using the REAR
Alpha Strike Errata v2.3.1 Page 17 of 41

special ability, for every point of REAR damage it can inflict, its forward-arc (or turret-based) damage for that turn must be
reduced by the same amount. This damage reduction is applied before the use of any additional damage made possible by
overheating.
A REAR attack made with a value of 0* reduces the attacking unit’s forward-firing attacks by 1 point that turn, whether or
not it causes any damage.
Additional Restrictions: Overheat damage cannot be applied to REAR attacks, nor can a REAR attack deliberately reduce
its damage values to improve forward-firing (or turret-based) weapon attacks. Finally, REAR attacks cannot make use of other
special attack abilities, such as heat, indirect fire, flak, or artillery.
For example, an AS7-K Atlas possesses standard attack values of 3/3/3, and has an overheat value of 2 (with the OVL
special) that allows it to hit targets harder at all three range brackets in its forward arc. It also possesses the REAR(1/1/0)
special ability. The Atlas finds itself facing an enemy Centurion at Medium range, while a Vulcan has managed to slip behind
it at Short range.
The Atlas’ controlling player decides to attack both targets at once, but its rear-firing weapons—which can inflict 1 point
of damage against the Vulcan at Short range—will reduce its ability to strike the forward target by an equal amount (1 point).
This would mean the Centurion in front of the Atlas will suffer only 2 points of damage on a successful strike, unless the Atlas
pilot decides to overheat his ’Mech to add more damage to its forward attack.

② Stealth (STL) (p. 48)


After the last paragraph insert the following new paragraphs:
This ruling has changed from previous errata versions.
A non-infantry unit with STL is (intentionally) blocking its own emissions with its ECM. Any non-infantry Stealth unit is
affected as if in an enemy ECM field (see ECM, p. 46), and cannot affect other units with its own ECM. However, if using
the ECM/ECCM optional rules (see p. 91), a unit with AECM may still generate a single field (ECCM only) while the Stealth
is on.
Toggling Stealth: To avoid being affected by its own ECM, a non-infantry unit with STL may toggle off its Stealth special
ability in the End Phase. Place a mark above or through the Stealth special ability to note that it is off. It may be toggled
back on in any subsequent End Phase.

① Turret (TUR#) (p. 48)


Replace the second paragraph with the following:
Attacks made using the turret cannot be combined with any special attack ability not included in the unit's TUR special
ability.

Watchdog (WAT) (p. 48)


Second sentence
For purposes of Alpha Strike, it is treated as if it has both the Light ECM (LECM) special ability, and the Light Active Probe
(LPRB).
Change to:
For purposes of Alpha Strike, it is treated as if it has both the ECM and Light Active Probe (LPRB) special abilities.

3 3 3
② C Boosted Systems (C BSM# or C BSS) (p. 51)
1) First paragraph, first sentence
and links one master unit (noted by C3BSM) with up to four slaves (noted by C3BSS).
Change to:
and links one master unit (noted by C3BSM) with up to three slaves (noted by C3BSS).

2) At the end of the entry insert the following new paragraph:


Standard and boosted C3 systems can be connected together into the same network. However,
communication is a two-way street: in such a network, communication with a non-boosted member is still cut off
as normal if data is transmitted through, or into, the effect radius of any hostile ECM.
Alpha Strike Errata v2.3.1 Page 18 of 41

3 3
② C Emergency Master Computer (C EM#) (p. 51)
Before the last sentence insert the following:
After the emergency master shuts down, the unit’s C3 slave also burns out. Even if the original master is restored, the
emergency master can no longer be a part of the C3 network until the C3 emergency master is repaired.

Abstract Aerospace System


② Abstract Aerospace Movement (p. 54)
First paragraph, last sentence
Units with a current Thrust of 10 or higher can move two zones per turn.
Change to:
Units with a current Thrust of 7 or higher, if in the Outer or Middle Rings at the beginning of the Movement Phase, can
move two zones per turn. Units with a current Thrust of 10 or higher can move two zones per turn even in the Inner Ring
or Central Zone.

② Hovering In Place (p. 54)


At the end of the paragraph insert the following:
The hovering unit, for its movement, moves to the end of its previous flight path. Then point its miniature across the
playing area to create a new flight path for the turn.

① Abstract Aerospace Gameplay (p. 54)


In between “Hovering in Place” and “Entering and Leaving the Central Zone”, insert the following new subsection:
Entering the Inner Ring
When a unit moves from the Middle Ring to the Inner Ring, it is placed in the dotted approach lane matching the
Middle Ring it came from. This shows the attack direction the unit must take if it enters the Central Zone the next turn.
A unit leaving the Inner Ring can enter any Middle Ring area, not just the one matching the Inner Ring approach lane it
left.

① Entering and Leaving the Central Zone (p. 54)


Replace this entry with the following:
Any unit that ends its movement in the Central Zone must be assigned a flight line across the ground battle table,
representing the terrain that the unit will pass over as it flies over the field. This flight line must always follow a straight
path. These units can make ground attacks or even land on the ground.
Assigning the flight line is as simple as placing the aerospace unit’s miniature on the edge of the ground table matching
the approach lane of the Inner Ring the unit moved from. A unit entering from the north approach lane of the Inner Ring
can be placed along the north edge of the ground table. A unit entering from the northwestern approach lane can be
placed along the northern half of the west edge of the ground table, etc. The unit’s front side is placed facing any direction
that crosses over at least 24 inches of the ground map. If miniatures are in short supply and are already being used to
track the unit’s place on the Radar Map, the mini can be removed from the Radar Map and represented by a token for the
turn (or turns) in which it is in the Central Zone.

Step 1: Verify Line of Sight (p. 55)


First sentence
An Airborne aerospace unit always has LOS to a ground unit unless the ground unit is not completely submerged,
underground or inside a structure.
Change to:
An Airborne aerospace unit always has LOS to a ground unit unless the ground unit is completely submerged,
underground or inside a structure.
Alpha Strike Errata v2.3.1 Page 19 of 41

Step 2: Verify Firing Arc (p. 55)


1) ② Under “Altitude Bombing”, first sentence
This ruling has changed from previous errata versions.
Similar to a strafe attack—but with bombs—altitude bombing allows an aerospace unit with the BOMB special
ability to select 2 or more points of impact (POIs) along its flight path, attacking each point with a minimum of 1
bomb point per 2 inches along the path.
Change to:
Similar to a strafe attack—but with bombs—altitude bombing allows an aerospace unit with the BOMB special
ability to select 1 or more points of impact (POIs) along its flight path. There must be at least one POI per 2 inches
along the path and a minimum of one bomb dropped at each POI.

2) Under “Altitude Bombing”, second sentence


affecting any targets within a radius determined by the type of bomb used.
Change to:
affecting any targets within an area determined by the type of bomb used.

3) Under “Dive Bombing”, second sentence


affecting any targets within a radius determined by the type of bomb used.
Change to:
affecting any targets within an area determined by the type of bomb used.

4) Under “Dive Bombing”, third sentence


(Dive bombing is also available to battle armor units that possess the BOMB special ability and which are hovering
over the target hex using VTOL movement.)
Change to:
(Dive bombing is also available to battle armor units that possess the BOMB special ability, using VTOL
movement, which are at a higher elevation and within 2” of the target.)

Step 5: Roll to Hit (p. 56)


Under “Bombing”, at the end of the first paragraph insert the following:
If there is no flight path to use to determine the direction of “1”, the attacker may place the template with the “1” location
in any direction they choose, but must do so before rolling for the scatter.

Step 6: Determine and Apply Damage (p. 57)


1) ② First paragraph
damage is always delivered to the target’s front arc,
Change to:
damage is always delivered to the target’s front hexside attack direction,

2) ② Under “DropShip Attacks”


Strafing attacks by DropShips always use the unit’s front arc weapons,
Change to:
Strafing attacks by DropShips always use the unit’s front firing arc weapons,

3) ① Under “Strafing”
The damage from a successful strafing attack is equal to half of the aerospace unit’s Short range damage value
(rounded normally, to a minimum of 1 point), with any overheat damage added after halving the base damage.
Alpha Strike Errata v2.3.1 Page 20 of 41

Change to:
The damage from a successful strafing attack is based on the aerospace unit’s Short range damage value. Apply
half of this value, rounded normally (to a minimum of 1 point), unless the unit has ENE, in which case the full
value is applied. Any overheat damage is added after halving the base damage, but no special ability damage can
be applied (see p. 38). HT is applied, though this is halved as above even if the strafing unit has ENE.

4) Under “Bombing Damage”, third sentence


To determine if a submerged unit is within the radius of a bomb hit on the water,
Change to:
To determine if a submerged unit is within the area of a bomb hit on the water,

Bomb Types (p. 57)


1) Under “High Explosive (HE) Bombs”
HE bombs deliver 2 points of damage to all ground targets within an AOE of 2 inches from the point of impact.
Change to:
HE bombs deliver 2 points of damage to all ground targets covered by the AoE 2” template.

2) Under “Cluster Bombs”


Cluster bombs deliver 1 point of damage to all ground targets within an AOE of 6 inches from the point of impact.
Change to:
Cluster bombs deliver 1 point of damage to all ground targets covered by the AoE 6” template.

3) Under “Inferno Bombs”, first sentence


Inferno bombs deliver 2 points of Heat effects to all targets within an AOE of 2 inches from the point of impact.
Change to:
Inferno bombs deliver 2 points of Heat effects to all targets covered by the AoE 2” template.

① Step 7: Roll for Critical Hits (p. 58)


Under “Aerospace Armor Thresholds”, second sentence
If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting
armor value, divided by 10, and rounded up.
Change to:
If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting
armor value, divided by 3, and rounded up.

Resolving Aerospace Air-to-Air Attacks (p. 58)


First paragraph, first sentence
If two opposing aerospace units end their Movement Phase in the same region on the Radar Map,
Change to:
If two opposing aerospace units end their Movement Phase in the same zone on the Radar Map,

Step 2: Establish Engagement Control [example text] (p. 59)


Fourth paragraph, last sentence
B1 thus adds only a quarter of its Thrust rating of 6 for a modified Control Roll of 7 (5 + [6 ÷ 4] = 5 + 1.5 = 6.5, round up to
7).
Change to:
B1 thus adds only a quarter of its Thrust rating of 6 for a modified Control Roll of 6 (5 + [6 ÷ 4] = 5 + 1.5 = 6.5, round down
to 6).
Alpha Strike Errata v2.3.1 Page 21 of 41

Step 7: Roll for Critical Hits (p. 60)


Under “Armor Thresholds”, second sentence
If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting
armor value, divided by 10, and rounded up.
Change to:
If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting
armor value, divided by 3, and rounded down.

② Resolving Ground-to-Air Combat (p. 60)


Under “Determine and Apply Damage”, first paragraph
all damage against airborne aerospace units is resolved as if the aerospace unit is being hit in its front arc,
Change to:
all damage against airborne aerospace units is resolved as if the aerospace unit is being hit in its front hexside direction,

② Ending Air-to-Air Engagements (p. 61)


1) Replace the second paragraph with the following:
Units choosing to continue an engagement must declare they are using their front firing arc in that
engagement. If the engagement continues (see below for resolving continuing engagements), the front firing arc
may not be used against any other target. If the unit has already attempted (successfully or not) to continue an
engagement this turn, the unit automatically is forced to choose not to continue any other engagements it is in. If
both players choose to continue the engagement, the engaged aerospace units must remain in the same region
during the next turn’s Movement Phase. Regardless, units in the Central Zone cannot continue the engagement:
all units in that zone automatically disengage during the End Phase.

2) At the end of the last paragraph insert the following new paragraph:
Central Zone: Units in the Central Zone with a continued engagement are moved to the Inner Ring during the
next movement phase. They cannot move out of the Inner Ring until their engagement is ended.

Ending Air-to-Air Engagements [example text] (p. 61)


Right column, second- and third-last paragraphs of the section
A1 is still engaged by B2, and so must stay in the region next turn.
A2 is still engaged by B3, and so they must both stay in the region next turn.
Change to:
A1 is still engaged by B2, and so must stay in the zone next turn.
A2 is still engaged by B3, and so they must both stay in the zone next turn.

Advanced Options
② Climbing (p. 62)
Second paragraph, last sentence
If attacked, units using Climbing movement are treated as though they have only half their Move (rounded down) when
finding their Target Movement Modifiers, and lose any Target Movement Modifiers for jump capability.
Change to:
If attacked, units using Climbing movement reduce their Target Movement Modifier by 1 (to a minimum of 0).
Alpha Strike Errata v2.3.1 Page 22 of 41

② Sprinting (p. 63)


Second paragraph, last sentence
Attacks against Sprinting units use the unit’s modified Move rate, but also receive an additional –1 to-hit modifier.
Change to:
The Target Movement Modifier of a Sprinting unit is not changed by this increased sprint movement.

Heavy Industrial (p. 65)


Under “Unintended Explosions”, third sentence
inflicting 1 point of damage to all units within a 2 inch radius of the target point
Change to:
inflicting 1 point of damage to all units covered by the 2” AoE template centered on the target point

Ice (p. 65)


1) Right column, first paragraph, second sentence
Replace “2D6” with “1D6”

2) Right column, first paragraph, fourth sentence


On a result of 6 or higher, the ice breaks in a 2-inch radius around the unit.
Change to:
On a result of 6 or higher, the ice breaks in a 1-inch radius around the unit.

3) Right column, last paragraph, last sentence


cause the ice to break for a 2-inch radius around the surfacing unit.
Change to:
cause the ice to break for a 1-inch radius around the surfacing unit.

Magma Crust (p. 66)


Second paragraph, third sentence
On a result of 6 or more, the crust breaks in a 2-inch radius around the unit, and becomes liquid magma.
Change to:
On a result of 6 or more, the crust breaks in a 1-inch radius around the unit, and becomes liquid magma.

Swamp (p. 67)


First paragraph, third sentence
On a result of 12, a 2-inch radius area of swamp becomes quicksand (see below).
Change to:
On a result of 12, a 1-inch radius area of swamp becomes quicksand (see below).

Advanced Terrain Movement Cost Table (p. 68)


Add footnote 17 to each of the following terrain types:
Light Woods, Heavy Woods, Light Building, Medium Building, Heavy Building, Hardened Building, Light Jungle, Heavy
Jungle, Rough, Ultra Rough, Rubble, Ultra Rubble

Advanced Terrain Movement Cost Table (Continued) (p. 69)


At the bottom of the footnotes insert the following new footnote:
17
BattleMechs with the LG special reduce the movement cost by 1” per inch in this terrain type.
Alpha Strike Errata v2.3.1 Page 23 of 41

Woods (Expanded) (p. 70)


1) Under “Light Woods”, first sentence
should stand 4 inches above the underlying terrain.
Change to:
should stand 2 inches above the underlying terrain.

2) Under “Heavy Woods”, first sentence


Like light woods, heavy woods should also stand 4 inches above the underlying terrain.
Change to:
Like light woods, heavy woods should also stand 2 inches above the underlying terrain.

3) Under “Ultra-Heavy Woods”


Ultra-heavy woods should rise 6 inches above the underlying terrain.
Change to:
Ultra-heavy woods should rise 3 inches above the underlying terrain.

② (p. 70)
After “Bogging Down”, insert the following new section:
This ruling has changed from previous errata versions.
ADVANCED COMBAT OPTION: VARIABLE DAMAGE
The normal rules deliver all of the unit’s potential damage in a successful attack, but this is rarely the case in
actuality, as most units carry many weapon systems that feature subtle variances in their effective range, accuracy,
and damage output. To better simulate this effect, any time a unit executes a successful weapon attack, its controlling
player must roll 1D6 for each damage point the unit would deliver at that range under standard Alpha Strike rules. For
each die result of 3 or more, the attack delivers 1 point of damage (up to its maximum damage potential).
② Overheat, NARC, bonus damage from attacking to the rear, and special abilities and other effects that add to
damage are also checked for variable damage, each point rolled for as described above. For example, a unit with 2/2/2
attacking at Short range to the rear of the target would roll three times: twice for its 2 damage at short range and once
for attacking from the rear. However, special abilities that apply effects other than damage (such as HT#/#/#) always
have their full effect even when using variable damage.
② AMS, armor special abilities and other damage reduction effects are applied after checking for variable damage.
For example, if a unit with damage values of 3/3/2 and the IF special ability attacks a unit with AMS at medium range,
the attacker rolls three dice (for its 3 damage at medium range). The total damage is then reduced by 1.
Minimal Damage: A successful attack always delivers a minimum of 1 point of damage, even if all of the Variable
Damage roll results yield a 2 or less.

For example, an AWS-9M Awesome (attack values: 4/4/3) executes a successful attack against an enemy
Bushwacker at its Medium range. This attack would deliver 4 points of damage—the Awesome’s normal
Medium range attack value—under standard Alpha Strike rules, but the players are using Variable Damage
instead, so the player rolls 4D6. The individual die results are 2, 4, 6, and 5. As three of those dice are 3 or higher,
the Awesome delivers only 3 points of damage to its target.
When the Bushwacker returns fire, its standard Alpha Strike damage value of 3 at Medium range is likewise
resolved by rolling 3D6. Unfortunately for its controller, the rolls are 1, 1, and 2. Despite all three rolls resulting
in 2 or less, the Bushwacker delivers 1 point of (minimal) damage to its opponent.

0* Damage: When using the Variable Damage rule, units that deal 0* damage forego their usual damage roll.
Instead, its controlling player must make a 1D6 roll. If the result is 5 or higher, the attack delivers a single point of
standard damage. Otherwise, the attack still hits, but delivers no damage.
If a 0* variable damage attack is successfully delivered against a unit that is underwater or operating in vacuum,
and is susceptible to hull breaches, the attack will prompt a hull breach check even if it delivers no damage at all.
Alpha Strike Errata v2.3.1 Page 24 of 41

② Area Effect Damage: Area effect damage is resolved separately for each unit in the area of effect.
Physical Attacks: Variable Damage does not apply to physical attacks.

Landing Damage (p. 72)


First paragraph, first sentence
An aerospace unit landing in terrain other than will suffer damage.
Change to:
An aerospace unit landing in inappropriate terrain will suffer damage.

① Artillery Range and Damage Table (p. 73)


This ruling has changed from previous errata versions.
Replace the entire table with the version found on page 38 of this errata document.

② Artillery (p. 74)


At the top of the page, before “Resolving Artillery Attacks”, insert the following new section:
Artillery Attacks while Airborne
An airborne unit can make artillery attacks, but only against ground targets (a unit or POI). In addition, only the
ART-AIS or ART-AC special abilities may be used and the attack must be indirect. Other artillery attacks (other artillery
types or direct-fire Arrow IV) can only be made while grounded. Airborne artillery attacks apply a +1 to-hit modifier.
If the attacking unit is on-board (including an aerospace unit with a flight path on the ground map), it follows the
artillery rules as normal. A unit with a flight path may choose any point along the flight path to make the attack from.
If the attacking unit is on the abstract aerospace Radar Map, it may make the airborne artillery attack from the
Inner Ring. This attack will have a flight time of 1 turn.

Step 3: Determine To-Hit Number (p. 74)


1) First paragraph, second sentence
As long as the attack is not aimed at a specific unit, however, none of the modifiers the normal weapon attack
modifiers for range bracket,
Change to:
As long as the attack is not aimed at a specific unit, however, none of the normal weapon attack modifiers for
range bracket,

2) Between the first two paragraphs insert the following new paragraph:
A unit may act as a spotter for only one artillery attack at a time. Artillery attacks may not benefit from more
than one artillery spotter.

3) ① Under “Direct Fire”, replace the first paragraph with the following:
If an on-board artillery attacker has a valid Line of Sight to its target, the attacker may attempt to deliver a
direct-fire attack against the POI or target unit. Direct-fire attacks may not employ spotters, and apply the Direct-
Fire Artillery modifier as shown in the Artillery To-Hit Modifiers Table. In addition, a direct-fire on-board artillery
attack must also apply the standard weapon attack modifiers for intervening terrain, attacker movement
modifiers and—if the target is a unit—the target’s type and movement modifiers. (Immobile target modifiers are
never applied to a direct-fire attack: use a +0 target movement modifier for immobile targets of direct fire
artillery attacks.)

4) Under “Direct-Fire”, second paragraph, first sentence


If the attacker is executing a direct-fire artillery attack with an artillery cannon (ART-TC, ART-SC, or ART-LTC
specials), the standard weapon range bracket modifiers will also apply to the attack’s to-hit number.
Alpha Strike Errata v2.3.1 Page 25 of 41

Change to:
If the attacker is executing a direct-fire artillery attack with an artillery cannon (ART-TC, ART-SC, or ART-LTC
specials), the standard weapon range bracket modifiers replace the direct fire artillery modifier to the attack’s to-
hit number.

5) Under “Indirect-Fire”, replace the entire paragraph with the following:


Indirect Fire, Artillery: Indirect fire is considered to be the standard means of firing an artillery weapon. All
off-board artillery attacks and all on-board artillery attacks not using the direct fire rules notes above must apply
the indirect-fire artillery attack to-hit modifier. Indirect-fire artillery can use spotters, but does not require them
to make the attack (unlike indirect LRM fire). Artillery attacks using indirect fire may not target a unit unless
homing rounds are used. Indirect artillery attacks do not apply range band or terrain modifiers.
Indirect Fire, Artillery Cannon: Artillery Cannons can be fired indirectly following the rules for Indirect Fire
(see p. 36). Artillery Cannons can indirectly target a POI or a target unit, but do not apply immobile target
modifiers.

Step 5: Determine and Apply Damage (p. 76)


1) First paragraph, replace the second sentence with the following:
If the damage value on the Artillery Range and Damage Table has a value after a slash, the weapon delivers the
damage left of the slash to the area of affect covered by the 2” AoE template centered on the impact point, while
the damage value right of the slash applies to all targets outside the 2” AoE template but within the 6” AoE
template centered on the impact point.

2) ① Second paragraph, delete the second sentence and replace it with the following new paragraph:
Homing Rounds: The “NA” area of effect values for Arrow IV shown in parentheses apply only to homing
rounds, which have no area of effect in Alpha Strike.

Air-Defense Arrow IV (p. 76)


1) At the end of the second paragraph insert the following:
Resolve all damage from a successful Air-Defense Arrow IV attack during the Combat Phase in which it is fired.

2) ② Third paragraph, second sentence


For targets in the Central Zone that are engaged in air-to-ground actions, treat the air-defense Arrow as if it is
attacking at Short range.
Change to:
If the target is in the Inner Ring, the range is Long. If the target is in the Central Zone, measure the distance from
the attacker to the target’s flight path (do not include any adjustment for altitude). If the flight path is at or within
24”, the range is Short. If the flight path is more than 24” from the attacker, the range is Medium.

Cluster (p. 77)


1) Left column, first lines on the page
but increase their area of effect radius over standard rounds from the same artillery weapon type by 2 inches (for
a total of 4” for ART-AIS, ART-AC, and ART-T specials; 6” radius for ART-S specials; and 8” for ART-LT specials).
Change to:
but increase their area of effect radius over standard rounds from the same artillery weapon type to the 6” AoE
template, or an additional 2” from the edge of the 6” AoE template if the standard round already used a 6” AoE
template.
Alpha Strike Errata v2.3.1 Page 26 of 41

2) ② Left column, replace the second paragraph on the page with the following:
This ruling has changed from previous errata versions.
The damage from cluster artillery is based on a weapon‘s standard artillery damage, but is 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 expanded AoE template, the cluster artillery delivers half its modified damage (rounded
down). Damage reduced from 1 to 0 in this way, whether in the original AoE template or in the expanded AoE
template, is instead reduced to 0* (see Minimal Damage, p. 38). Thus, a cluster shot from an ART-LT weapon,
which ordinarily inflicts 3 damage to the point of impact, would be reduced to 2 points of damage to all targets
with the 6” AoE template, and 0* damage to all targets within the additional 2” of the edge of the 6” AoE
template.

Flechette (p. 77)


Second paragraph, first sentence
with the same area of effect radius as standard rounds from the same artillery weapon type (6” radius for ART-LT; 4”
radius for ART-S; 2” radius for ART-T).
Change to:
with the same AoE template as standard rounds from the same artillery weapon type (6” for ART-LT, 2” for ART-S and ART-
T).

Illumination (p. 77)


Second paragraph, second sentence
The area of effect radius for illumination rounds fired using the ART-S or ART-T specials is 4”; for ART-AIS, ART-AC, and
ART-LT specials, the radius is 6” from the point of impact.
Change to:
The area of effect for illumination rounds fired using the ART-S or ART-T specials is 6”; for the ART-AIS, ART-AC, and ART-LT
specials, the area of effect is the 6” plus the area within 2” of the 6” AoE template.

Inferno IV (p. 77)


Second paragraph, second sentence
As with standard Arrow missiles, the area of effect radius for these rounds is 2” from the point of impact.
Change to:
As with standard Arrow missiles, the area of effect for these rounds is the 2” AoE template centered on the point of
impact.

Smoke (p. 77)


1) Second paragraph, second sentence
Regardless of the weapon used, the area of effect radius for Smoke rounds is 4”.
Change to:
Regardless of the weapon used, Smoke rounds affect the area covered by a 6” AoE template over the point of
impact.

2) Third paragraph, second and third sentences


Treat this as heavy smoke for the first 2 inches away from the impact point, and light smoke for the radius from 2
inches to 4 inches. This smoke will rise 4 inches above the underlying terrain for line of sight purposes.
Change to:
Treat this as heavy smoke for the area covered by the 2” AoE template centered on the impact point, and light
smoke for the area outside the 2” AoE template but within the 6” AoE template. This smoke will rise 2 inches
above the underlying terrain for line of sight purposes.
Alpha Strike Errata v2.3.1 Page 27 of 41

Thunder (p. 77)


Second paragraph, second sentence
As with standard Arrow missiles, the area of effect radius for these rounds is 2” from the point of impact.
Change to:
As with standard Arrow missiles, the area of effect for these rounds is covered by the 2” AoE template centered on the
point of impact.

Flak (p. 78)


Remove the first paragraph.

③ Alternate Bomb Munitions (Bombs/Aerospace Missiles) (p. 78)


Under Arrow IV Missiles, last sentence
Thus, an aerospace unit with the BOMB8 special may carry up to 7 Arrow IV missiles, or 1 Arrow IV missile and 6 bombs of
other types, or 8 non-Arrow IV missile bombs.
Change to:
Thus, an aerospace unit with the BOMB3 special may carry up to 2 Arrow IV missiles, or 1 Arrow IV missile and 1 bomb of
another type, or 3 non-Arrow IV missile bombs.

③ Arrow IV (Homing or Standard) (p. 78)


Second paragraph, second sentence
If the attack is made from the Central Zone or Inner Ring without the airborne unit on the ground map, the attack is
resolved as offboard artillery.
Change to:
If the attack is made from the Inner Ring, the attack is resolved as offboard artillery. The flight time for an off-board air-
launched Arrow attack is 2 turns after firing for an attack from the Central Zone, or 3 turns if the attack was made from
the Inner Ring.

Mine Clearance (p. 80)


1) Fifth paragraph, first sentence
The area of effect radius of these rounds is 2” from the point of impact.
Change to:
The rounds clear an area covered by the 2” AoE template centered on the point of impact.

2) Fifth paragraph
Delete the second sentence (“If the attacker misses its target […]). Then move the sixth paragraph up into that
sentence’s place.

① Alternate LRM/SRM Munitions (p. 80)


After the “Mine Clearance” subsection insert the following new subsection:
NARC
The benefits of attacking a NARC-tagged unit cannot be combined with the use of any alternate LRM/SRM
munitions.

Semi-Guided (p. 80)


After the last paragraph insert the following new paragraph:
Semi-guided missiles may also be used for indirect fire attacks, applying 1 additional point of damage to the target on a
successful hit. The unit may choose to make an indirect fire attack using only the LRM special abilities’ long range damage
Alpha Strike Errata v2.3.1 Page 28 of 41

value instead of the IF value, and applying a –2 to-hit modifier rather than the 1 additional damage. For both effects, the
targets must have been successfully designated by a friendly TAG in the same turn.

Smoke (p. 80)


Delete the third paragraph (last paragraph on the page).

Smoke (p. 82)


1) First sentence on the page
Instead of delivering damage, smoke missiles fill a 2-inch radius of effect from the target area with smoke that
rises 4 inches above the underlying terrain.
Change to:
Instead of delivering damage, smoke missiles fill an area covered by the 2” AoE template centered on the target
with smoke that rises 2” above the underlying terrain.

2) Delete the last paragraph.

① Tandem Charge (p. 82)


Second paragraph, last sentence
This effect occurs whether or not the unit delivers a standard weapon attack or an attack using only its AC special ability.
Change to:
This effect occurs whether or not the unit delivers a standard weapon attack or an attack using only its SRM special ability.

Thunder (p. 82)


Last paragraph, first sentence
The area of effect radius for these rounds is 2” from the point of impact.
Change to:
The area of effect for these rounds is the area covered by the 2” AoE template centered on the point of impact.

Battlefield Intelligence (p. 82)


Replace the entire entry with the following:
This ruling has changed from previous errata versions.
BATTLEFIELD INTELLIGENCE SCORE
The effectiveness of a force’s battlefield intelligence depends on the relative capabilities of each force’s reconnaissance
and communications assets. This is found by determining and comparing the opposing armies’ battlefield intelligence (BI)
score.
Before the game begins, each army must compute their BI score. To find a force’s BI score, add up the appropriate point
values for the intelligence-capable units the force has in its roster from the Battlefield Intelligence Rating Table (see p. 83).
Note that a unit or element described as “on-planet” indicates that the unit may be off the map, but must be part of the
force’s army roster, must be functional, and must be considered on the ground or no farther away than the operational
range of the atmospheric Radar Map that corresponds to the current ground battle.

BATTLEFIELD INTELLIGENCE BENEFITS


Most of the benefits of Battlefield Intelligence hinge on which force has the higher BI score between both sides. Benefits
are established before the scenario begins. Each player must reveal his force’s BI rating and the detailed breakdown of points
to use this rule. If the players are using the Concealing Unit Data rule (see p. 87), then no detailed breakdown should be
provided until the end of the game.
As part of building a force, each army checks for which Initiative Bonuses it will have available and assigns them to
specific units. The force with the larger BI score will then gain the benefits of Area Knowledge and Pre Plotted Artillery (see
below).
Alpha Strike Errata v2.3.1 Page 29 of 41

AREA KNOWLEDGE
The Area Knowledge benefit only applies to the force that has a higher BI score at the start of the scenario, and may only
be used if the Hidden Units rules are also in play (see p. 102). With this benefit, the force that has the higher BI score may
begin play with a number of units hidden.
The maximum number of units that may be hidden by virtue of a higher BI score equals the total number of units that
possess the Recon (RCN) special ability (see p. 108). This number may not exceed half of the total force committed to the
scenario.
If the force with the Area Knowledge benefit is the Attacker for this particular scenario type, the hidden units may only be
placed in positions up to half way across the map from the force’s deployment zone—and no less than 12 inches from the
nearest deployed enemy unit. If this force is not the Attacker, the hidden units may be placed anywhere on the map area
except the opposing force’s deployment zone.

PRE-PLOTTED ARTILLERY
The Pre-Plotted Artillery benefit only applies to the force that has the higher BI score at the start of the scenario, and may
only be used if that force has artillery units in his force roster and artillery rules are also in play (see pp. 73-76).
With this benefit, the force that has the higher BI score may begin play with a number of pre-plotted points of impact for
his artillery weapons.
The number of pre-plotted artillery impact points received by virtue of this benefit equals the difference between the
force’s BI score and that of its opponent. The maximum number of such pre-plotted points may not exceed the number of
artillery-equipped units in the force’s roster.

For example, Joshua’s force includes a lance of artillery units—4 in all—in its roster, and has a total BI score of 8
going into his current battle against his opponent, Joel.
Joel’s army, meanwhile, has the same number of artillery units, but only brings a BI score of 2 to this fight.
Joshua’s force enjoys the higher BI score, beating out Joel’s score by 6 points (8 – 2 = 6), but because he only has 4
artillery units, the maximum number of pre-plotted artillery impact points he can designate before the scenario starts
is 4.

BI INITIATIVE BONUS
The BI Initiative Bonus provides a number of Initiative Bonuses to units on the field. These bonuses should be noted on
the card of the unit it is assigned to, either by marking INIT on the special abilities of the card or placing a token on the card
to represent the initiative bonus. If the unit is destroyed or is within an enemy ECM field during the Initiative Phase, that
initiative bonus cannot be used that turn.
The player gets a +1 Initiative Bonus to place if there is at least one unit that features a Mobile Headquarters (MHQ#)
special ability with a value of 4 or higher. This bonus must be placed on a unit with MHQ4 or higher. The player gets another
+1 Initiative Bonus if the force has at least one unit with the Recon (RCN) special ability per four units in the force to place on
one of the units with the RCN special ability. In addition, the player gets another +1 Initiative Bonus if the force has at least
one unit with Mobile Headquarters (MHQ#) special ability with a value of 1 or higher per 4 units in the force, to be placed on
one of the units with MHQ1 or higher. The maximum Initiative Bonus is a total of +3. Multiple bonuses can be stacked on a
single unit, but if the unit is destroyed or in an ECM field, all the BI Initiative Bonuses on that unit are lost.

For example, Joshua’s company-sized force of 12 units contains a dedicated Mobile HQ vehicle with a MHQ6
special, plus a lance of ’Mechs that feature one C3 Master Computer (which also counts as a MHQ5 special) and three
C3 Slave Computers (each of which counts as a MHQ1). Joshua gets a +1 Initiative Bonus to place on one of either his
dedicated Mobile HQ vehicle or C3 Master, and elects to place it on his dedicated Mobile HQ vehicle. Joshua gets a
second +1 Initiative Bonus to place for having at least one MHQ per 4 units, and places this one on his C3 Master
Computer unit. Joshua’s force only has one unit with RCN, so there Joshua does not get the third Initiative Bonus to
place.
At the start of the turn, the dedicated Mobile HQ vehicle is still in play and not in an ECM field. The opponent has
managed to place a unit of his with ECM within 6” of Joshua’s C3 Master unit, however.
Joshua gets a +1 Initiative Bonus from the mobile HQ, but no bonus from the ECM’d C3 Master.
Alpha Strike Errata v2.3.1 Page 30 of 41

Attacking Buildings (p. 85)


1) Change the section title to “Buildings and Combat”.

2) First paragraph, second sentence


Attacks against buildings are resolved as if the buildings have 0” Move, with an additional –4 to-hit modifier
applied, because of their immobile nature.
Change to:
Attacks against buildings are resolved as against an immobile target.

3) ② In between “Attacking Units Inside Buildings” and “Building Collapse”, insert the following new subsection:
Attacks by Buildings
Standard buildings have no weapons and cannot make attacks. Advanced buildings will have their own unit
card and, if armed, can make attacks as a normal unit; such attacks receive the standard –1 to-hit modifier for
immobile units. An advanced building can make a standard weapon attack, a turret attack, and a REAR special
ability attack each turn if it has damage values for each of those (obeying the normal rules for combining REAR
and standard weapon attacks; see p. 48).

Ground Attack Damage (p. 87)


First sentence
The area of effect of a MSL or SDS-CM attack against ground targets is a 6-inch radius from the point of impact.
Change to:
The area of effect of a MSL or SDS-CM attack against ground targets is the area covered by the 6” AoE template centered
on the point of impact.

② Blip Counters (p. 88)


At the end of the section insert the following new paragraph:
Combat with Blip Counters: A unit represented by a blip counter may make attacks as usual (see Self-Revelation,
above). A unit may not target a unit represented by a blip counter, though such units may be affected by area effect or
other attacks that do not target the unit itself.

② Visual Spotting Range Table (p. 89)


Change the Maximum Range for Normal Daylight from 40” to 42”

② High Altitude Drops (p. 90)


Under “Attacks Against Dropping Units”, in between the second and third sentences insert the following:
The dropping units automatically fail all Control Rolls while on the Radar Map.

② ECM/ECCM (p. 91)


Before “Mobile Headquarters”, insert the following new paragraph:
Angel ECM: An Angel ECM unit set to split ECM and ECCM no longer affects units as an Angel ECM, but only as a
standard ECM. An Angel ECM set to 2 ECCMs does not affect units as an Angel ECM or standard ECM.

② Environmental Conditions (p. 92)


Before “Atmospheric Density”, insert the following new paragraph:
Several environmental conditions affect the range of visual spotting (see the Visual Spotting Range Table, p. 89). A
unit’s line of sight has a maximum range limited by its greatest spotting range, either visual or from a probe. The
maximum spotting range for probes is unaffected by environmental conditions and is 12” for Light Probe (LPRB), 16” for
Probe (PRB), or 24” for Bloodhound (BH).
Alpha Strike Errata v2.3.1 Page 31 of 41

Tornado (p. 94)


Under “Initial Placement”, first sentence
Tornados use the 2” radius area of effect template,
Change to:
Tornados use the 2” AoE template,

② DropShip Firing Arcs (p. 96)


Under “Aerodyne DropShips”, replace this entry with the following:
Ground aerodyne DropShips may attack ground units using the Aerodyne DropShip Firing Arcs diagram on page 97. The
Nose weapons may target any unit in a 2”-wide path directly in front of the unit. The Right and Left Wings can attack
targets in a 90-degree arc, from directly in front of the aerodyne out to the appropriate side.

② Attacking Mobile Structures (p. 97)


Under “Destroying a Mobile Structure”, second paragraph, second sentence
If an airborne mobile structure is destroyed over a ground map, it will crash on the ground map,
Change to:
If an airborne mobile structure is destroyed over a ground map, it crashes on the ground map at the end of its flight path,

② Expanded Ground Ranges (p. 99)


At the end of the section, before “Extreme Range” begins, insert the following new paragraph:
Line of sight for ground units is limited to 42”. For a ground unit to attack at Extreme or Horizon Range, a friendly unit
must have Line of Sight to the target (and be within sensor range of that target). This does not count as spotting for the
friendly unit: it may still make attacks without spotting penalties, and its attacks won’t affect the unit at Extreme or
Horizon range.

Extinguishing Fires (p. 101)


Under “Area-Effect Attack”, replace the paragraph with the following:
Any area effect weapon (other than one using Inferno munitions) doing 4 or more points of damage will extinguish the
fire within the attack’s area of effect.

Hiding On The Ground (p. 102)


Under “Detecting Hidden Ground Units”, insert the following new table:
Hidden Unit Detection Range Table
Probe Type Range
Light Active Probe 6”
Active Probe 10”
Bloodhound Active Probe 16”

Minefields (p. 102)


First paragraph, first sentence
In Alpha Strike play, minefields of any type cover a 2-inch radius area of effect unless otherwise stated
Change to:
In Alpha Strike play, minefields of any type use the 2” AoE template unless otherwise stated
Alpha Strike Errata v2.3.1 Page 32 of 41

EMP Mines (p. 103)


Second paragraph, first sentence
EMP mines create a temporary, 4-inch radius ECM field that is hostile to all units
Change to:
EMP mines create a temporary, 6” AoE template ECM field that is hostile to all units

Terrain Conversion (p. 104)


First paragraph, first sentence
At the controlling player’s option, a unit may employ its firepower to raze terrain features in a 2-inch radius area,
Change to:
At the controlling player’s option, a unit may employ its firepower to raze terrain features under a 2” AoE template,

Booby Trap (BT) (p. 105)


First paragraph, fourth sentence
Once activated, the system automatically destroys the unit and delivers an area-effect attack to all units within a 2” radius.
Change to:
Once activated, the system automatically destroys the unit and delivers an area-effect attack to all units within an area
covered by a 2” AoE template.

Airborne Booby Traps (p. 105)


1) Second sentence
Airborne units on the ground map that activate a booby trap inflict damage in a 2” radius around a point of their
designated flight path, as chosen by the player.
Change to:
Airborne units on the ground map that activate a booby trap inflict damage in a 2” AoE template centered on a
point, as chosen by the player.

2) Last sentence
its damage to all units within a 2” radius of a point on its flight path would be 3 points.
Change to:
its damage to all units within the area covered by the 2” AoE template centered on a point on its flight path
would be 3 points.

① Cargo Transport, Tons (CT#) (p. 106)


At the end of this entry insert the following new paragraph:
This ability can be reduced in value and the same amount of Infantry Transport (IT#, see p. 47) added to a unit prior to
the start of a game.

Large (LG) (p. 107)


First sentence
Large units cover a 2” radius area.
Change to:
Large units cover a 2” AoE template area.
Alpha Strike Errata v2.3.1 Page 33 of 41

Trenchworks/Fieldworks Engineers (TRN) (p. 109)


First sentence
Each turn these infantry units may convert a 2” radius area of effect into a fortified area.
Change to:
Each turn these infantry units may convert an area under a 2” AoE template into a fortified area.

Super Large (SLG) (p. 109)


Super Large units occupy a 6” radius area or larger.
Change to:
Super Large units occupy a 6” AoE template sized area or larger.

Very Large (VLG) (p. 109)


First sentence
A unit with this ability fully occupies a 4” radius area.
Change to:
A unit with this ability fully occupies a 4” diameter area.

② Converting Movement and Distances (p. 110)


Under “Base-to-Base Contact”, first sentence
Under hex-based rules, a unit in an adjacent hex qualifies for base-to-base contact.
Change to:
Under hex-based rules, a unit in an adjacent hex, and within 1 level of elevation, is in base-to-base contact.

Converting Movement and Distances (p. 110)


Under “Area-Effect Templates”, replace the paragraph with the following:
The conversion for area effects follows the same approach as above, with an AoE always centered on a hex. 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 with
2 hexes of the target hex.

Alpha Strike Campaign Rules


② Objectives (p. 117)
At the end of the first paragraph insert the following:
Objectives are checked for completion at each End Phase. If completing an objective ends the track, the current End Phase
is the end of the track.

Repairs, Purchases, and Rearming (p. 119)


At the end of the section insert the following new paragraph:
With the exception of units with the ENE ability, any unit that participated in a scenario needs to rearm to maintain its
full combat strength. A unit that has not rearmed reduces the damage dealt by its weapon attacks (but not its physical
attacks) by 1 at all range brackets. The unit also cannot use any weapon-based special abilities (ART, BOMB, FLK, HT, IF,
LRM, MSL, SRM, TOR, etc.), or any special ability that involves equipment in need of ammunition (AMS, C3RS, MDS, any
NARC ability, RSD, etc.). Aerospace Fighters with ENE that do not rearm cannot use their BOMB special ability, but are
otherwise unaffected.
Alpha Strike Errata v2.3.1 Page 34 of 41

Alpha Strike Campaign Support Point Tables (p. 120)


For each of ’Mech or Fighter Structure, ProtoMech Armor and Structure, DropShip Armor and Structure, and Vehicle/Other
Structure
a) Activity column: add a “/Critical Hit” after “Structure”
b) SP Cost column: add a “or Critical Hit” after “point”

② Breakthrough (p. 122)


1) Under “Game Setup”, replace the second and third paragraphs with the following:
Both players pick an equal amount of terrain, with an overall minimum of four pieces total. The Defender
chooses and places three, one in each of three quadrants of the playing area. The Attacker then places one piece
in the remaining quadrant. Repeat until all pieces have been placed; the attacker always places the last piece. For
example, if the players choose to use three pieces of terrain each (six total), the Defender would choose and
place three, one in each of three different quadrants. Then the Attacker would choose and place one in the
remaining quadrant. The Defender would then choose and place one piece of terrain, and with only one piece of
terrain left, the Attacker would choose and place it in any of the three remaining quadrants.

2) Under “Objectives”, “Hold the Field”


If one team has lost its entire force to destruction or withdrawal from the playing area, the other team
successfully holds the field.
Change to:
If one team has lost its entire force to destruction or forced withdrawal from the playing area, the other team
successfully holds the field.

② Pursuit (p. 124)


Under “Game Setup”, replace the second paragraph with the following:
Both players pick an equal amount of terrain, with an overall minimum of four pieces total. The Attacker chooses and
places three, one in each of three quadrants of the playing area. The Defender then places one piece in the remaining
quadrant. Repeat until all pieces have been placed; the attacker always places the last piece. For example, if the players
choose to use three pieces of terrain each (six total), the Attacker would choose and place three, one in each of three
different quadrants. Then the Defender would choose and place one in the remaining quadrant. The Attacker would then
choose and place one piece of terrain, and with only one piece of terrain left, the Defender would choose and place it in
any of the three remaining quadrants.
It must be possible to trace two traversable paths between the edges of the playing area that are furthest apart. If this
is not possible, then terrain features must be deleted until it is possible again.
Alpha Strike Errata v2.3.1 Page 35 of 41

Era Setting: The Clan Invasion Era


See the Master Unit List (MUL) online at http://www.masterunitlist.info for the most up-to-date PVs for all Alpha Strike
units.

Liao Company (p. 135) Steiner Company (p. 138)


(168 PV) change to (377 PV) (159 PV) change to (363 PV)
And update the individual PVs to the following: And update the individual PVs to the following:
AWS-9M 41 BNC-5S 42
MR-V2 45 ZEU-9S 40
EMP-6A 45 STK-5S 38
CPLT-C1 33 PPR-5S 46
HUR-WO-R4L 28 FLC-8R 38
THR-1L 39 BH-K305 21
CTF-3L 32 BSW-X1 30
VND-3L 28 BZK-F3 18
CDA-3F 25 NGS-4S 28
CLNT-2-3U 20 VT-5S 22
RVN-3L 24 WLF-2 25
JA-KL-1532 17 COM-5S 15

Kurita Company (p. 136) Marik Company (p. 139)


Jenner 14”/6”j change to 14”/8”j Anvil 10”/4”j change to 10”/6”j
(160 PV) change to (371 PV) (164 PV) change to (389 PV)
And update the individual PVs to the following: And update the individual PVs to the following:
AS7-K 45 ON1-M 36
APL-1M 34 GLT-5M 38
THG-11E 41 HRC-LS-9000 35
HTM-27T 39 HMR-3C 25
DRG-5K 30 ALB-3U 41
DRG-5K 30 AWS-9M 41
DAI-01 35 TMP-3M 41
LNC25-01 30 HER-5S 23
DMO-1K 25 TR1 30
PNT-10K 20 ZPH-1 16
JR7-K 20 ANV-3M 34
MON-66 22 TBT-7M 29

Davion Company (p. 137) Jade Falcon Binary (p. 140)


Gunslinger 6”/2”j change to 6”/4”j Hankyu 16”/8”j change to 16”/12”j
(158 PV) change to (370 PV) (224 PV) change to (386 PV)
And update the individual PVs to the following: And update the individual PVs to the following:
AS7-RS 48 Gladiator B 52
GUN-1ERD 50 Mad Cat A 52
BL-6-KNT 39 Thor Prime 41
JM6-DG 30 Cauldron Born D 42
CLNT-2-3U 20 Vulture Prime 38
DV-7D 34 Black Lanner Prime 35
HCT-5S 26 Loki Prime 40
ENF-5D 26 Black Hawk A 34
CN9-D 26 Uller Prime 23
SCB-9A 20 Hankyu Prime 29
STH-1D 33
JVN-10P 18
Alpha Strike Errata v2.3.1 Page 36 of 41

Clan Wolf Binary (p. 141)


(225 PV) change to (408 PV)
And update the individual PVs to the following:
Daishi A 59
Gladiator Prime 50
Kingfisher Prime 54
Loki Prime 40
Man O’ War A 43
Mad Cat Prime 49
Dragonfly Prime 28
Ryoken C 35
Fenris Prime 33
Dasher Prime 17

Tables & Record Sheets


Alpha Strike Special Abilities Table (p. 164)
1) Booby Trap
Unit may self-destruct, damaging all units within 2” radius
Change to:
Unit may self-destruct, damaging all units within 2” AoE

2) Cargo Transport (Tons)


Change Page ref from 46 to 106

3) Firefighter
Unit capable of extinguishing fires within 2” radius
Change to:
Unit capable of extinguishing fires within 2” AoE”

4) Fire Resistant
“Heat (HT#)”: change to “Heat (HT#/#/#)”

5) Heat (HT#)
“Heat (HT#)”: change to “Heat (HT#/#/#)”

Alpha Strike Special Abilities Table (p. 165)


1) Large
Unit is considered large sized (fills 2” radius)
Change to:
Unit is considered large sized (fills 2” AoE)

2) ③ Between “Reactive Armor” and “Recon”, add an entry for Rear.

3) Super Large
Unit is considered super-large sized (fills 6+” radius)
Change to:
Unit is considered super-large sized (fills 6” AoE or larger)
Alpha Strike Errata v2.3.1 Page 37 of 41

4) Trenchwork Engineers
Unit can fortify terrain in a 2” radius area
Change to:
Unit can fortify terrain in a 2” AoE

5) Very Large
Unit is considered very-large sized (fills 4” radius)
Change to:
Unit is considered very-large sized (fills 4” AoE)

6) Watchdog
Unit has combined LPRB and LECM specials
Change to:
Unit has combined ECM and LPRB specials

Movement Cost Table (p. 166)


“Movement Cost” column, last row
+1” (max 2” per 1” travelled)
Change to:
+2” (max 2” per 1” travelled)

Charge Damage Table (p. 166)


Replace the table with the following:
Charge Damage Formulas

Charge Damage* = Inches Charged x Unit Size ÷ 8


Death from Above = Charge Damage + 1

*Round all fractions normally

Individual ProtoMech Values Table (p. 167)


Remove the entire table.

② Point Value Skill Rating Table (p. 167)


Delete this table and replace it with the three (errata-modified) tables from p. 24 of the book/p. 5 of the errata.

Movement Cost Table (p. 168)


1) ③ Under “Terrain Type” column, Water section
Depth 0”-1” – change to Depth 0”
Depth 2”-3” – change to Depth 1”
Depth 4”+ – change to Depth 2”+

2) Under “Level Changes (up or down)”, “Move Cost per Inch” column
+1” (’Mechs, ProtoMechs) – change to +2”
+1” (VTOLs in Air) – change to +2”
+1” (Submarines in Water) – change to +2”
+2” (Infantry, Ground Vehicles) – change to +4”
Alpha Strike Errata v2.3.1 Page 38 of 41

③ To-Hit Modifiers Table (p. 169)


Replace this table with the modified version on the last page of this document. Note that footnote numbering may differ
between the table provided herein and any that appears in print.

Advanced Terrain Movement Cost Table (p. 171)


Add footnote 17 to each of the following terrain types:
Light Woods, Heavy Woods, Light Building, Medium Building, Heavy Building, Hardened Building, Light Jungle, Heavy
Jungle, Rough, Ultra Rough, Rubble, Ultra Rubble

Advanced Terrain Movement Cost Table (Continued) (p. 172)


At the bottom of the footnotes insert the following new footnote:
17
BattleMechs with the LG special reduce the movement cost by 1” per inch in this terrain type.

② Artillery Range and Damage Table (p. 173)


Replace the entire table with the following:
This ruling has changed from previous errata versions.
NOTE: for convenience, I have included the adjusted PV for artillery (taking into account both the adjusted damages and the
updated artillery PV rules); these values do not and will not appear in the Alpha Strike rulebook.
Artillery Name Special Max Range Damage Area of Effect Point Value
Arrow IV (Inner Sphere)* ART-AIS 272” 2 2” (NA†) 12
Arrow IV (Clan) ART-AC 306” 2 2” (NA†) 12
Thumper ART-T 714” 1 2” 6
Sniper ART-S 612” 2 2” 12
Long Tom* ART-LT 1,020” 3/1 6” 27
Cruise Missile/50 ART-CM5 1,700” 5 2” 30
Cruise Missile/70 ART-CM7 3,060” 7/2 6” 54
Cruise Missile/90 ART-CM9 4,080” 9/4 6” 72
Cruise Missile/120 ART-CM12 5,100” 12/5 6” 93
Battle Armor Tube Artillery** ART-BA 68” 1 2” 6
Artillery Cannons
Thumper Cannon ART-TC 24” 0* 2” 3
Sniper Cannon ART-SC 24” 1 2” 6
Long Tom Cannon ART-LTC 42” 2 2” 12

*Prototype versions of these artillery pieces are the same in all ways
**Infantry units with this weapon may not execute any other attacks in the same Combat Phase that they deliver an artillery attack

Applies only to homing rounds; see page 76

©2017 The Topps Company Inc. All Rights Reserved.


Alpha Strike, Alpha Strike Companion, BattleTech, BattleMech, ’Mech, and MechWarrior are registered trademarks and/or trademarks of The Topps
Company Inc. in the United States and/or other countries.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
Alpha Strike Errata v2.3.1 Page 39 of 41

NEW ADDITIONS
These are all the new entries or modifications of old entries for version 2.3.1 of this document. They may also be found in
the Full Errata section in the appropriate locations, marked with a “③”.

③ Additional Game Terms For Standard Alpha Strike (p. 23)


After “Aerospace Units”, insert the following new entry:
Heat-Tracking Units: Only ’Mechs and Aerospace Fighters track Heat in Alpha Strike. All other unit types are non-heat
tracking units.

③ Movement Cost Table (p. 30)


Under “Terrain Type” column, Water section
Depth 0”-1” – change to Depth 0”
Depth 2”-3” – change to Depth 1”
Depth 4”+ – change to Depth 2”+

③ Transporting Infantry (p. 32)


1) Under “Infantry Transports”, second paragraph, first sentence
This ruling has changed from previous errata versions.
It costs an infantry transport unit 2 inches of Move to mount (pick up) or dismount (drop off) battle armor or
infantry.
Change to:
It costs an infantry unit 2 inches of Move to board a transport.

2) Under “Infantry Transports”, third paragraph, after the first sentence insert the following:
It costs neither the transport nor the transported unit any Move to do so.

3) Under “Infantry Transports”, fourth paragraph, first sentence


Regardless of the infantry unit’s type, it may not use any Move in the turn it dismounts from its transport, but it
may execute attacks during the Combat Phase.
Change to:
After an infantry unit dismounts from a transport, it may not use any further Move that turn. However, it may still
execute attacks during the Combat Phase. A dismounting unit has a TMM of 0, but is considered to have used
ground movement and thus cannot be at a standstill that turn.

4) Under “Infantry Transports”, at the end of the paragraph insert the following new paragraph:
This ruling has changed from previous errata versions.
If a transport is destroyed, any units it is transporting are destroyed as well.

③ Step 1: Verify Line of Sight (p. 34)


1) Under “Water”, delete the second paragraph

2) Before “Underwater and Torpedo Attacks”, insert the following new paragraph:
Submerged Units: A unit in water deep enough to cover the unit’s entire height, such as a ’Mech unit standing
in water 2 or more inches in depth, is completely submerged (see Unit Heights, p. 99). A unit in water at least 1”
deep, but less than the unit’s height (such as a ’Mech unit standing in 1”-deep water) is partially submerged. Units
on the surface of the water (such as a hovercraft or naval vessel) are not submerged.
A completely submerged unit has LOS to and may attack completely or partially submerged units in the same
water feature (if a unit can trace LOS entirely through water, it is in the same water feature). Attacks are blocked
Alpha Strike Errata v2.3.1 Page 40 of 41

from a partially submerged or non-submerged unit to a completely submerged unit and also from completely
submerged units to units on the surface of the water (in both cases, the TOR# special ability grants an exception;
see Underwater and Torpedo Attacks, below). LOS and attacks are blocked from a completely submerged unit to
a unit not in the same water feature.

3) Under “Underwater and Torpedo Attacks”, replace the paragraph with the following:
Units with the TOR# special ability (see p. 48) can make torpedo attacks when partially or completely submerged
(see Water, above). In addition, torpedoes can be used to make attacks between submerged units and those on
the surface. Such attacks use only the unit’s TOR# damage.

③ To-Hit Modifiers Table (p. 37)


Under “Miscellaneous Modifiers”, add the following new lines:
Is making an Area of Effect attack +1
Is making an Artillery attack +4

③ Resolving Artillery Attacks (p. 42)


Replace the Indirect Fire paragraph with the following:
Indirect Fire: Artillery can be fired indirectly (see Indirect Fire, p. 35). When fired indirectly, apply an additional –1 to-
hit modifier if the spotter has the TAG or LTAG special ability and is within 24” of the target (6” for LTAG).

③ Alternate Bomb Munitions (Bombs/Aerospace Missiles) (p. 78)


Under Arrow IV Missiles, last sentence
Thus, an aerospace unit with the BOMB8 special may carry up to 7 Arrow IV missiles, or 1 Arrow IV missile and 6 bombs of
other types, or 8 non-Arrow IV missile bombs.
Change to:
Thus, an aerospace unit with the BOMB3 special may carry up to 2 Arrow IV missiles, or 1 Arrow IV missile and 1 bomb of
another type, or 3 non-Arrow IV missile bombs.

③ Arrow IV (Homing or Standard) (p. 78)


Second paragraph, second sentence
If the attack is made from the Central Zone or Inner Ring without the airborne unit on the ground map, the attack is
resolved as offboard artillery.
Change to:
If the attack is made from the Inner Ring, the attack is resolved as offboard artillery.

③ Alpha Strike Special Abilities Table (p. 165)


Between “Reactive Armor” and “Recon”, add an entry for Rear.

③ Movement Cost Table (p. 168)


Under “Terrain Type” column, Water section
Depth 0”-1” – change to Depth 0”
Depth 2”-3” – change to Depth 1”
Depth 4”+ – change to Depth 2”+
TO-HIT MODIFIERS TABLE

RANGE MODIFIERS TERRAIN MODIFIERS

Range Distance Modifier Terrain Modifier


Short Up to 6” +0 Underwater +15
Medium >6” to 24” +2 Woods +26
Long >24” to 42” +4 Partial Cover +2

TARGET MOVEMENT MODIFIERS1 PHYSICAL ATTACK MODIFIERS

Target Modifier Physical Attack Type Modifier


Immobile –4 Charge +1
Standstill +0 Death From Above (DFA) +1
Jumped +1 Anti-’Mech Infantry +1
Available Move:
1”-4” +0 MISCELLANEOUS MODIFIERS
5”-8” +1
9”-12” +2 Attacker Modifier
13”-18” +3 Used Jump movement +27
19”-34” +4 Is Immobile/Standing Still –17
35”+ +5 Is making an Area-Effect attack +1
Is making an artillery attack +48
TARGET MODIFIERS Is making an Indirect Fire attack +19
Is spotting for Indirect Fire +1
Target Modifier Is using REAR special ability +1
Has STL special active Varies2 Is IndustrialMech with no AFC special +1
Is being dropped by airborne unit +33 Is Support Vehicle with:
Basic Fire Control (BFC) special +1
TARGET TYPE MODIFIERS Neither AFC or BFC specials +2
Is a Grounded DropShip –110
Target Element Type Modifier Has BattleMech Shield (SHLD) special +111
Airborne Aerospace +24 Fire Control Hit (per hit) +212
Airborne DropShip –2 Overheating +Heat Lvl13
Airborne VTOL or WiGE +1 Is making an Anti-’Mech Infantry Attack:
Battle Armor +1 Attacker is conventional infantry +3
Large (LG, SLG, or VLG specials) –1 Target is transporting battle armor +314
ProtoMech +1

1
If the unit moved 1” or more, its modifier is based on the Move value available to the movement mode it used that turn, plus the
Jumped modifier if it jumped that turn. Inches actually moved is irrelevant. Does not apply to aerospace units.
2
For battle armor targets, Stealth (STL) adds +1 at Short and Medium ranges, and +2 at Long range. For all other units, Stealth adds
+0 at Short range, +1 at Medium range, and +2 at Long range. Stealth may be toggled on and off (see p. 48).
3
Replaces the unit’s normal target movement modifier (see pp. 90-91).
4
Includes fixed-wing support vehicles, conventional fighters, small craft, and DropShips. Only applies when target is airborne. Do not
apply if attacker is also an airborne aerospace unit.
5
Only if attacker is also underwater (or is on the water surface and using TOR special); all underwater ranges are halved.
6
Target has intervening or occupied Woods terrain.
7
Infantry (conventional and battle armor) do not use the standing still or jumping attacker movement modifiers.
8
This is in place of any range modifiers. Does not apply to artillery cannons, which instead use normal range modifiers. Cumulative
with the area-effect attack modifier; add another +1 if the attacker is an airborne aerospace unit.
9
This becomes a +2 modifier if the spotting unit makes a weapon attack in the same turn as it spots (see Indirect Fire Attacks, p. 35). If
the spotter is a remote sensor (see p. 108), apply an additional +3 to-hit modifier.
10
Grounded Spheroid DropShips are always Immobile (see pp. 27, 36). Grounded Aerodyne DropShips may move or remain at a
standstill, as with standard ground units. Regardless, this modifier applies to any grounded DropShip.
11
Applies only to weapon attacks, not physical attacks (see p. 46).
12
Fire Control hit effects may apply multiple times. Does not apply to physical attacks.
13
Does not apply to physical attacks (see p. 44).
14
Applies if target is transporting battle armor via the MEC or XMEC specials (see p. 47), or as cargo.

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