Herb and his great crew continue to pound on Alpha Strike to get it ready for heading to the printer in the near future. In the meantime, thought I’d share the current Table of Contents (subject to change, of course).

Welcome to Alpha Strike!

Alpha Strike Basics

    Alpha Strike vs. Total Warfare
    What’s Needed to Play Alpha Strike

Alpha Strike at a Glance

    Additional Material

Introductory Alpha Strike

Components

    The Unit Card

Setup

    Choosing Army Lists
    Placing Terrain

Playing the Game

    Sequence of Play
    Victory Conditions

Movement Phase

    Terrain
    Jumping

Combat Phase

    Resolving Weapon Attacks
    Resolving Physical Attacks
    Overheating

End Phase

    Damage
    Heat

Special Abilities

    Special Ability Descriptions

Standard Alpha Strike

Components

    Additional Game Terms for Standard Alpha Strike

Setup

    Choosing Scenario Types
    Choosing Forces
    Placing Terrain

Playing the Game

    Sequence of Play
    Victory Conditions
    Forced Withdrawal (Optional)

Movement Phase

    Unequal Number of Units
    Terrain
    Additional Movement Rules

Combat Phase

    Resolving Weapon Attacks
    Resolving Physical Attacks
    Overheating

End Phase

    Damage
    Heat

Special Abilities

    Special Ability Descriptions
    C3 Networks

Abstract Aerospace System

    Control Rolls

Aerospace Setup

    The Radar Map
    Placing Aerospace Forces on the Radar Map

Abstract Aerospace Gameplay

    Abstract Aerospace Movement

Abstract Aerospace Combat

    Resolving Aerospace Air-to-Ground Attacks
    Resolving Aerospace Air-to-Air Attacks
    Resolving Ground-to-Air Combat

Aerospace End Phase

    Ending Air-to-Air Engagements
    Aerospace Damage

Advanced Options

Advanced Movement Modes

    Climbing
    Evading
    Leaping
    Intentional Falls from Above
    Sprinting
    Transporting Non-Infantry Units

Advanced Terrain

    Buildings
    Deep Snow
    Gravel Piles
    Hazardous Liquid Pools
    Heavy Industrial
    Ice
    Jungle
    Magma
    Mud
    Planted Fields
    Rails
    Rough, Ultra
    Rubble, Ultra
    Sand
    Swamp
    Tundra
    Water (Expanded)
    Woods (Expanded)
    Bogging Down

Aerospace Units on the Ground Map

    Aerodyne Units
    Spheroid Units and Airships
    Landing Rolls
    Aerospace Unit Transports
    Partial Cover

Artillery

    On-Board Artillery vs. Off-Board Artillery
    Resolving Artillery Attacks

Alternate Munitions

    Alternate Artillery Munitions
    Alternate Autocannon Munitions
    Alternate Bomb Munitions (Bombs/Aerospace Missiles)
    Alternate Narc/iNarc Pods
    Alternate LRM Munitions
    Alternate SRM Munitions

Battlefield Intelligence
Buildings

    Building Types
    Movement Effects
    Attacking Buildings
    Walls

Concealing Unit Composition

    Blip Counters
    Concealing Record Sheets
    Concealing Unit Capabilities

Coordinate System

    Creating a Coordinate
    Dropping Troops
    High-Altitude Drop
    Low-Altitude Drop
    Zipline Drop

ECM/ECCM
Ejection/Abandoning Units
Environmental Conditions

    Atmospheric Density
    Darkness
    Earthquake
    Electromagnetic Interference (EMI)
    Fissures
    Gravity
    Temperature
    Tornado
    Wind
    All Other Conditions

Fire and Smoke

    Fires
    Smoke
    Spreading Fires
    Fire and Units

Hidden Units

    Hiding on the Ground
    Surprise Attacks from Hidden Units

Large Support Vehicles, Mobile Structures, and DropShips

    Boarding and Repelling

Minefields
Targeting and Tracking Systems
Terrain Conversion
Special Abilities

    Special Ability Descriptions

Converting Alpha Strike to Hex Maps

    Converting Movement and Distances
    Line of Sight

Campaign Play

Setting Up the Campaign

    Force Creation
    Campaign Turns
    Determine Outcome Phase

Logistics

    The Total Chaos Campaign
    Tracks
    Situation and Game Setup
    Warchest and Objectives
    Special Rules
    Aftermath and Next Track
    Warchest Point System
    Warchest Points Between Tracks
    Skill Advancement
    Warchest Campaign Record Sheet

Meeting Engagement

    Situation
    Game Setup
    Warchest
    Objective
    Special Rules
    Next Track

Breakthrough

    Situation
    Game Setup
    Warchest
    Objective
    Special Rules
    Next Track

Assault

    Situation
    Game Setup
    Warchest
    Objective
    Special Rules
    Next Track

Counterattack

    Situation
    Game Setup
    Warchest
    Objective
    Special Rules
    Next Track

Pursuit

    Situation
    Game Setup
    Warchest
    Objective
    Special Rules
    Next Track

Defense

    Situation
    Game Setup
    Warchest
    Objective
    Special Rules
    Next Track

Era Setting: Clan Invasion (3048-3062)

    The Clan Invasion
    The Marik-Liao Offensive
    The Refusal War
    The Second Star League
    The St. Ives War
    The First Combine-Dominion War

Key Conflicts and Campaigns

    The Clan Invasion
    The Marik-Liao Offensive
    The Refusal War
    Operation BULLDOG
    The St. Ives War
    The First Combine-Dominion War

Factional Overview: Clan Invasion Era

    Special Alliances and Enmities
    Factional Special Abilities (Optional)

The BattleTech Universe

    House Davion (Federated Suns)
    House Kurita (Draconis Combine)
    House Liao (Capellan Confederation)
    House Marik (Free Worlds League)
    House Steiner (Lyran Commonwealth)
    ComStar
    Word of Blake
    The Clans
    The Periphery

A History of War

    Colonizing the Stars
    The Age of War
    The Star League
    The Succession Wars
    The Clan Invasion
    Civil War Era
    The Word of Blake Jihad
    The Dark Age

BattleTech Resources

    Core Rulebooks
    Technical Readouts
    Historical Sourcebooks
    Maps, Terrain, and Miniatures
    Fiction

Choose Your Rules

    Gamemaster Adjudication
    Fiction vs. Rules

There ya go! Very deep look into this coming book…hopefully next time we’ll have a final cover to show off!

Till next time…

Randall