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Alpha Strike Formation Cards v2

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100% found this document useful (1 vote)
173 views5 pages

Alpha Strike Formation Cards v2

Uploaded by

avnsarefun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PV:___ ASSAULT _________ PV:___

BATTLE _________
Requirements: ½ size 3+; Any 3 or more Brawler, Sniper, or Requirements: 3 size 3+, no size 1; All 5+ armor; ¾ M damage 3+;
Skirmisher. Min 1 Juggernaut or 2 Sniper.

All units may use a combined Lucky pool based on formation size Assign ½ (round down) surviving units Demoralizer each turn. Can
+2, but no one unit may use more than 4 uses per battle. (Stacks be different units each turn.
with any pilot’s Lucky SPA)
Demoralizer (ASCE p.93): Every unit passing within 6" must roll 2d6.
Lucky (ASCE p.97): May reroll failed Attack or Control roll. Must 8 or lower unit is Intimidated; reduces TMM and Move by ½ (round
keep the second roll. down), and +1 to hit the Demoralizer unit.

Uses: ◯◯◯◯◯◯◯◯◯◯◯◯ (Formation Size +2)

PV:___ ASSAULT _________ PV:___


HEAVY BATTLE _________
Requirements: ½ size 3+, no size 1. Requirements: 3 size 3+, no size 1; All 5+ armor; ¾ M damage 3+;
Min 1 Juggernaut or 2 Sniper.
All units may use a combined Lucky pool based on formation size
+2, but no one unit may use more than 4 uses per battle. (Stacks Assign ½ (round down) surviving units Multi Tasker each turn. Can
with any pilot’s Lucky SPA) be different units each turn.

Lucky (ASCE p.97): May reroll failed Attack or Control roll. Must Multi Tasker (ASCE p.98): May split damage (½ round down)
keep the second roll. between 2 attacks. May attack targets in different ranges, or the
same target with both attacks.
Uses: ◯◯◯◯◯◯◯◯◯◯◯◯ (Formation Size +2)

PV:___ FAST ASSAULT _________ PV:___


MEDIUM BATTLE _________
Requirements: ½ size 2, no size 4. Requirements: 3 size 3+, no size 1; All 5+ armor; ¾ M damage 3+; Min 1
Juggernaut or 2 Sniper; 10+” MV or any J.
All units may use a combined Lucky pool based on formation size Assign ½ (round down) surviving units Demoralizer and 2 units Stand Aside
+2, but no one unit may use more than 4 uses per battle. (Stacks SPAs. Can be different units each turn.
with any pilot’s Lucky SPA)
Demoralizer (ASCE p.93): Every unit passing within 6" must roll 2d6. 8 or
Lucky (ASCE p.97): May reroll failed Attack or Control roll. Must lower unit is Intimidated; reduces TMM and Move by ½ (round down), and +1
keep the second roll. to hit the Demoralizer unit.

Stand Aside (ASCE p. 99): Pass through hostiles at +1” move. Immune to
Uses: ◯◯◯◯◯◯◯◯◯◯◯◯ (Formation Size +2)
enemy Zone of Control move restrictions.

PV:___ PV:___
LIGHT BATTLE _________ FAST ASSAULT _________
Requirements: ¾ size 1, no size 4; Min 1 Scout. Requirements: 3 size 3+, no size 1; All 5+ armor; ¾ M damage 3+; Min 1
Juggernaut or 2 Sniper; 10+” MV or any J.
All units may use a combined Lucky pool based on formation size Assign ½ (round down) surviving units Multi Tasker and 2 units Stand Aside
+2, but no one unit may use more than 4 uses per battle. (Stacks SPAs. Can be different units each turn.
with any pilot’s Lucky SPA)
Multi Tasker (ASCE p.98): May split damage (½ round down) between 2
Lucky (ASCE p.97): May reroll failed Attack or Control roll. Must attacks. May attack targets in different ranges, or the same target with both
keep the second roll. attacks.

Stand Aside (ASCE p. 99): Pass through hostiles at +1” move. Immune to
Uses: ◯◯◯◯◯◯◯◯◯◯◯◯ (Formation Size +2)
enemy Zone of Control move restrictions.
PV:___ PV:___
STRIKER _________ FIRE SUPPORT _________
Requirements: 10+” MV or 8+” J; no size 4; ½ Striker or Skirmisher. Requirements: Min 3 with IF# attack.

Assign ¾ units Speed Demon before play begins. Assign ½ (round down) surviving units Oblique Attacker each turn. Can be
different each turn.
Speed Demon (ASCE p.99): +2” Move, +4” Sprint. Oblique Attacker (ASCE p.98): -1 on IF# attacks, or make IF# attack with no
spotter at +2

PV:___ PV:___
LIGHT STRIKER _________ DIRECT FIRE _________
Requirements: 10+” MV; no size 3+; Min 2 with L damage 0*+; 2+ Requirements: Min 2 size 3+; All L damage 2+
Striker or Skirmisher.
Assign ½ (round down) surviving units Weapon Specialist each turn.
Assign ¾ units Speed Demon before play begins. Can be different each turn.

Speed Demon (ASCE p.99): +2” Move, +4” Sprint. Weapon Specialist (ASCE p.101): If attack misses by 1 instead deal
½ damage (round down, minimum 1)

PV:___ PV:___
HEAVY STRIKER _________ RECON _________
Requirements: 8+” MV; 3+ size 3, no size 2-; Min 1 with L damage Requirements: 10+” MV; Min 2 Scout or Striker.
1+.
All units receive Eagle’s Eyes.
Assign ¾ units Speed Demon before play begins.
Eagle’s Eyes (ASCE p.95): +2” detection range to BH, PRB and LPRB;
Speed Demon (ASCE p.99): +2” Move, +4” Sprint. gains RCN special; automatically reveals hidden units within 2”; +2
to avoid minefield attacks.

PV:___ PV:___
FIRE _________ RECON _________
Requirements: ¾ Missile Boat or Sniper. Requirements: 10+” MV; Min 2 Scout or Striker.

Assign ¾ (round down) surviving units Sniper each turn. Can be All units receive Forward Observer.
different each turn.
Forward Observer (ASCE p. 96): When spotting for IF or ART, no
Sniper (ASCE p.99): Range Modifiers changed to Medium +1, Long penalty for spotter attacking.
+2, Extreme +3. No effect on IF or ART attacks.
PV:___ PV:___
RECON _________ HEAVY RECON _________
Requirements: 10+” MV; Min 2 Scout or Striker. Requirements: All 8+” MV, Min 2 with 10+” MV; Min 1 Size 3; Min 2
Scout.
All units receive Maneuvering Ace.
Assign ½ (round up) Maneuvering Ace before play begins.
Maneuvering Ace (ASCE p.97): Reduce movement cost through all
Woods and Jungle terrain by 1” per 1” movement. Maneuvering Ace (ASCE p.97): Reduce movement cost through all
Woods and Jungle terrain by 1” per 1” movement.

PV:___ PV:___
LIGHT RECON _________ PURSUIT _________
Requirements: All size 1; 12+” MV; All Scout. Requirements: Size 2-; ¾ 12+” MV; Min 1 M damage 1+

Before play, each unit picks one of the following abilities: Assign ¾ (round down) Blood Stalker before play begins. Blood
Stalker may be used Unit on Unit or Formation on Formation.
Eagle’s Eyes (ASCE p.95): +2” detection range to BH, PRB and LPRB; gains
RCN special; automatically reveals hidden units within 2”; +2 to avoid
minefield attacks. Blood Stalker (ASCE p.93): Designate chosen enemy at beginning of
play. -1 to hit the chosen enemy, +2 to hit all others. If the chosen
Maneuvering Ace (ASCE p.97): Reduce movement cost through all Woods enemy is destroyed or out of LoS at the beginning of movement, may
and Jungle terrain by 1” per 1” movement. designate a new chosen enemy.

Forward Observer (ASCE p. 96): When spotting for IF or ART, no penalty for
spotter attacking.

PV:___ PV:___
HEAVY RECON _________ PROBE _________
Requirements: All 8+” MV, Min 2 with 10+” MV; Min 1 Size 3; Min 2 Requirements: Size 3-; ¾ 10+” MV; All M damage 2+
Scout.
Assign ¾ (round down) Blood Stalker before play begins. Blood
Assign ½ (round up) Eagle’s Eyes before play begins. Stalker may be used Unit on Unit or Formation on Formation.

Eagle’s Eyes (ASCE p.95): +2” detection range to BH, PRB and LPRB; Blood Stalker (ASCE p.93): Designate chosen enemy at beginning of
gains RCN special; automatically reveals hidden units within 2”; +2 play. -1 to hit the chosen enemy, +2 to hit all others. If the chosen
to avoid minefield attacks. enemy is destroyed or out of LoS at the beginning of movement, may
designate a new chosen enemy.

PV:___ PV:___
HEAVY RECON _________ SWEEP _________
Requirements: All 8+” MV, Min 2 with 10+” MV; Min 1 Size 3; Min 2 Requirements: Size 2-; ¾ 10+” MV; Min 1 M damage 2+
Scout.
Assign ¾ (round down) Blood Stalker before play begins. Blood
Assign ½ (round up) Forward Observer before play begins. Stalker may be used Unit on Unit or Formation on Formation.

Forward Observer (ASCE p. 96): When spotting for IF or ART, no Blood Stalker (ASCE p.93): Designate chosen enemy at beginning of
penalty for spotter attacking. play. -1 to hit the chosen enemy, +2 to hit all others. If the chosen
enemy is destroyed or out of LoS at the beginning of movement, may
designate a new chosen enemy.
PV:___ PV:___
COMMAND _________ COMMAND _________
Requirements: Designated Commander unit; ½ Sniper, Missile Boat, Command Unit: __________________________________________________
Skirmisher, or Juggernaut; Min 1 Brawler, Striker or Scout. Notes: ___________________________________________________________
__________________________________________________________________
Before play begins, assign ½ (exclude Commander, round up) __________________________________________________________________
Antagonizer, Blood Stalker, Combat Intuition, Eagle’s Eyes, __________________________________________________________________
Marksman, or Multi Tasker. (ASCE pp. 92-98) __________________________________________________________________
__________________________________________________________________
Commander receives Tactical Genius in addition to any pilot SPAs. __________________________________________________________________
__________________________________________________________________
Tactical Genius (ASCE p.100): 1ce per 2 turns, may reroll Initiative __________________________________________________________________
after losing Initiative. Must keep the second roll. __________________________________________________________________

PV:___ PV:___
SUPPORT _________ SUPPORT _________
Requirements: None Supported Formation: ___________________________________________
Notes: ___________________________________________________________
Before play begins designate additional formation to support. __________________________________________________________________
__________________________________________________________________
Before play begins, assign ½ (round down) units the same SPAs as __________________________________________________________________
supported formation. If multiple SPAs are available, only 1 may be __________________________________________________________________
selected per unit receiving SPAs and may not include Tactical __________________________________________________________________
Genius when supporting a Command formation. __________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________

PV:___ PV:___
__________________ __________________
Requirements: ___________________________________________________ Requirements: ___________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
Notes: ___________________________________________________________ Notes: ___________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________

PV:___ PV:___
__________________ __________________
Requirements: ___________________________________________________ Requirements: ___________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
Notes: ___________________________________________________________ Notes: ___________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
__________________________________________________________________ __________________________________________________________________
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these your own!

DAVION HEAVY GUARD


PV: 244
HEAVY BATTLE LANCE
Requirements: ½ size 3+, no size 1.

All units may use a combined Lucky pool based on formation size
+2, but no one unit may use more than 4 uses per battle. (Stacks
with any pilot’s Lucky SPA)

Lucky (ASCE p.97): May reroll failed Attack or Control roll. Must
keep the second roll.

Uses: ◯◯◯◯◯◯

GOLDEN KESHIK
PV: 404
COMMAND STAR
Command Unit: Man O’ War (Gargoyle) Prime (Ulric Kerensky)
Notes:
Mad Cat (Timber Wolf) Prime: Blood Stalker

Blood Stalker (ASCE p.93): Designate chosen enemy at beginning of play. -1


to hit the chosen enemy, +2 to hit all others. If the chosen enemy is destroyed
or out of LoS at the beginning of movement, may designate a new chosen
enemy.

Man O’ War (Gargoyle) A: Marksman


Marksman (ASCE p.97): When using standstill move, attack deals ½ damage
(round down, Min 1). If Margin of Success is 3+, deal 1 additional Critical Hit,
even through armor.

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