Battletech: Alpha Strike

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Battletech: Alpha Strike For centuries, the armies of the Great Houses have fought to reclaim the glory of the fallen Star League, sending regiments of their elite MechWarriors into battle across hundreds of worlds as humanity slid inexorably toward a new Dark Age. The coming of the Clans— descendants of the lost Star League army—did little to stem the slaughter. It only raised the stakes. Alpha Strike is a new, fast-playing form of the BattleTech game of futuristic, armored combat. Developed for the modern tabletop miniatures wargamer, this book brings players the ability to wage war on land, sea, and air usingSample the file Quick-Strike game system first devised for truly large-scale play, re-scaled to the tactical level of “classic” BattleTech. Complete with sample armies and a ready-to-play campaign system, all you need besides this book are dice, miniatures, and tabletop terrain to fight for control over the Inner Sphere on land, sea, and air—one world at a time! ® ©2013 The Topps Company, Inc. All Rights Reserved. Alpha Strike, Quick Strike, 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 Production, LLC. Printed in USA. WEBSITE: CATALYSTGAMELABS.COM BATTLETECHTM TM ALPHASample STRIKE file • CATALYST GAME LABS • INTRODUCTION 6 End Phase 44 Damage 44 Alpha Strike Basics 6 Heat 44 Alpha Strike vs. Total Warfare 7 Special Abilities 45 What’s Needed to Play Alpha Strike 7 Special Ability Descriptions 45 3 Alpha Strike at a Glance 8 C Networks 49 Additional Material 8 ABSTRACT AEROSPACE SYSTEM 52 INTRODUCTORY ALPHA STRIKE 10 Control Rolls 53 Aerospace Setup 53 Components 11 The Radar Map 53 The Unit Card 11 Placing Aerospace Forces on the Radar Map 54 Setup 11 Abstract Aerospace Gameplay 54 Choosing Army Lists 11 Abstract Aerospace Movement 54 Placing Terrain 12 Abstract Aerospace Combat 55 Playing the Game 12 Resolving Aerospace Air-to-Ground Attacks 55 Sequence of Play 12 Resolving Aerospace Air-to-Air Attacks 58 Victory Conditions 13 Resolving Ground-to-Air Combat 60 Movement Phase 13 End Phase 60 Terrain 13 Ending Air-to-Air Engagements 61 Jumping 14 Aerospace Damage 61 Combat Phase 14 Resolving Weapon Attacks 15 ADVANCED OPTIONS 62 Resolving Physical Attacks 19 Advanced Movement Modes 62 Overheating 20 Climbing 62 End Phase 20 Evading 63 Damage 20 Leaping 63 Heat 20 Intentional Falls from Above 63 Special Abilities 21 Sprinting 63 Special Ability Descriptions Sample21 fileTransporting Non-Infantry Units 63 Advanced Terrain 64 STANDARD ALPHA STRIKE 22 Bridges 64 Buildings 64 Components 22 Deep Snow 64 Additional Game Terms for Standard Alpha Strike 22 Gravel Piles 65 Setup 23 Hazardous Liquid Pools 65 Choosing Scenario Types 23 Heavy Industrial 65 Choosing Forces 24 Ice 65 Placing Terrain 25 Jungle 65 Playing the Game 25 Magma 66 Sequence of Play 25 Mud 66 Victory Conditions 26 Planted Fields 66 Forced Withdrawal (Optional) 27 Rails 66 Movement Phase 27 Rough, Ultra 67 Unequal Number of Units 27 Rubble, Ultra 67 Terrain 28 Sand 67 Additional Movement Rules 32 Swamp 67 Combat Phase 33 Tundra 67 Resolving Weapon Attacks 34 Water (Expanded) 67 Resolving Physical Attacks 42 Woods (Expanded) 69 Overheating 44 Bogging Down 70 INTRODUCTION INTRODUCTORY ALPHA STRIKE STANDARD ALPHA STRIKE ABSTRACT AEROSPACE SYSTEM Advanced Combat Option: Variable Damage 70 Capital and Sub-Capital Weapons 86 ADVANCED OPTIONS Aerospace Units on the Ground Map 71 Airborne Targets 86 Aerodyne Units 71 Ground Targets 87 Spheroid Units and Airships Sample72 Concealing file Unit Data 87 Landing Rolls 72 Blip Counters 87 ALPHA STRIKE Aerospace Unit Transports 72 Concealing Record Sheets 89 CAMPAIGN RULES Partial Cover 73 Coordinate System 89 Artillery 73 Creating a Coordinate 89 On-Board Artillery vs. Off-Board Artillery 73 Dropping Troops 90 Resolving Artillery Attacks 74 General Dropping Rules 90 ERA SETTING: Alternate Munitions 76 High-Altitude Drops 90 THE CLAN INVASION Alternate Artillery Munitions 76 Low-Altitude Drops 90 Alternate Autocannon Munitions 78 Zipline Drops 91 Alternate Bomb Munitions (Bombs/Aerospace ECM/ECCM 91 Missiles) 78 Ejection/Abandoning Units 91 THE BATTLETECH Alternate Narc/iNarc Pods 79 UNIVERSE Alternate LRM/SRM Munitions 79 Environmental Conditions 92 Battlefield Intelligence 82 Atmospheric Density 92 Battlefield Intelligence Ratio 82 Darkness 92 Battlefield Intelligence Benefits 83 Earthquake 92 Buildings 83 Electromagnetic Interference (EMI) 93 Building Types 83 Gravity 93 Movement Effects 84 Temperature 94 Attacking Buildings 85 Wind 94 Walls 86 Other Conditions 95 3 Exceptionally Large Units 96 Line of Sight 96 ERA SETTING: Facing Sides and Firing Arcs 96 THE CLAN INVASION ERA 126 Mobile Structures 96 Bay Doors and Transport Special Abilities 97 The Clan Invasion 126 Boarding Actions 98 The Battle of Tukayyid 127 Expanded Ground Ranges 99 The Marik-Liao Offensive 127 Extreme Range 99 The Refusal War 127 Horizon Range 99 The Second Star League 128 Fire and Smoke 100 The St. Ives War 128 Fires 100 The First Combine-Dominion War 128 Smoke 101 Key Conflicts and Campaigns 129 Hidden Units 102 The Clan Invasion 129 Hiding on the Ground 102 The Marik-Liao Offensive 129 Surprise Attacks from Hidden Units 102 The Refusal War 130 Minefields 102 Operation BULLDOG 130 Minefields at Setup 102 The St. Ives War 130 Minefield Types 102 The First Combine-Dominion War 131 Targeting and Tracking Systems 103 Factional Overview: Clan Invasion Era 132 Terrain Conversion 104 Special Alliances and Enmities 132 Special Abilities 104 Special Rule: Clan Honor 132 Special Ability Descriptions 104 Converting Alpha Strike to Hex Maps 110 THE BATTLETECH UNIVERSE 142 Converting Movement and Distances 110 A History of War 142 Line of Sight 110 Colonizing the Stars 142 Terrain Levels and Unit Heights 111 The Age of War 143 Intervening Terrain on Hex Maps 111 The Star League 143 The Succession Wars 143 ALPHA STRIKE The Clan Invasion 143 CAMPAIGN RULES Sample114 fileCivil War Era 144 The Word of Blake Jihad 144 Setting up the Campaign 115 The Dark Age 144 Force Creation 115 The Realms of Power 145 Campaign Turns 115 House Davion (Federated Suns) 145 The Total Chaos Campaign System 116 House Kurita (Draconis Combine) 145 Tracks 116 House Liao (Capellan Confederation) 145 Situation 116 House Marik (Free Worlds League) 146 Warchest Point System 118 House Steiner (Lyran Alliance) 146 Getting Started 118 ComStar 146 Warchest Points Between Tracks 118 Word of Blake 146 Skill Advancement 119 The Clans 147 Warchest Campaign Record Sheet 119 The Periphery 147 Tracks 121 Universe Terms 148 Meeting Engagement 121 BattleTech Resources 154 Breakthrough 122 Core Rulebooks 154 Assault 123 Technical Readouts 155 Counterattack 124 Plot Sourcebooks 155 Pursuit 124 Historical Sourcebooks 155 Defense 125 Maps, Terrain, and Miniatures 155 CREDITS Project Development BattleTech Line Developer Map of the Inner Sphere Herbert A. Beas II Herbert A. Beas II Øystein Tvedten Assistant Line Developer Alpha Strike Data Cards Writing Ben H. Rome Ray Arrastia Herbert A. Beas II Joshua Franklin Production Staff Miniatures Painting & Photography INTRODUCTION Jason Schmetzer Art Direction CamosSpecs Online: Ray Arrastia, Paul Sjardijn Ray Arrastia George Bluoin, William Burt, Roy Carl, Based on Original BattleForce 2 Rules by Cover Art Chris Dolega, Paul Eckes, Matt Edwards, Bryan Nystul Alex Iglesias Dave Fanjoy, Todd Farnholtz, Matt Strategic Operations BattleForce and Cover Design Frederiksen, Joel Hardwick, Phil Hays, Ross Miniatures Rules Ray Arrastia Hines, Michael Holzapfel, David Kerber, INTRODUCTORY Kirk Alderfer BattleTech Logo Design ALPHA STRIKE Frederic Lagoanere, Steve Livingston, Ray Arrastia Shane Hartley and Steve Walker Matt Murray Evolved Faction Logos Design Mark Maestas, Steve McCartney, Ryan Rick Sardinas Jason Vargas Peterson, Brian Plunkitt, Mike Raper, Joel Steverson Layout Ben Rome, Lance Scarinci, Paul Sjardijn, Product Editing Ray Arrastia Edward Smith, Allen Soles, Drew Williams, STANDARD Herbert A. Beas II Map Diagrams and Peter Wort. ALPHA STRIKE Ray Arrastia Additional Design and Development ©2015 The Topps Company, Inc. All Rights Reserved. ABSTRACT The following people have been involved in the creation and Alpha Strike, Classic BattleTech, BattleTech, ’Mech, AEROSPACE SYSTEM development of Classic BattleTech rules, either by writing material BattleMech, MechWarrior and Topps logo are registered that was assimilated into the main body of the rules, serving as the trademarks and/or trademarks of The Topps Company, BattleTech line developer in the past, or otherwise contributing to the Inc. in the United States and/or other countries. No game in a major way. part of this work may be reproduced, stored in a Samuel B. Baker, Herbert A. Beas II, Randall N. Bills, Forest G. Brown, retrieval system, or transmitted in any form or by any Chuck Crain, Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew Keith, means, without the prior permission in writing of the ADVANCED OPTIONS James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan LiBrandi, Jim Copyright Owner, nor be otherwise circulated in any Long, David McCulloch, Jim Musser, Bryan Nystul, Mike Nystul, Blaine form other than that in which it is published. Catalyst Pardoe, Boy F. Peterson Jr., Rick Raisley, Jerry Stenson, Christoffer Game Labs and the Catalyst Game Labs logo are Trossen, Wm. John Wheeler. Sample trademarksfile of InMediaRes Productions, LLC. ALPHA STRIKE Acknowledgements Printed in USA. CAMPAIGN RULES To Bryan Nystul, for pioneering the original rules. To Randall N. Bills, for agreeing with me that this would make a great core book addition. Corrected Second Printing. To Ray Arrastia, who—in addition to making the eleventh-hour efforts to make all of these words look pretty on a page—has likewise Published by Catalyst Game Labs, championed the idea of making BattleTech stronger, faster, and better, an imprint of InMediaRes Productions, LLC.
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