Is there anything else missing from the Chaos Campaign needed for Alpha Strike?
Alpha Strike Specific Chaos Campaign
In general players using Alpha Strike rules use the Chaos Campaign rules, but there are a few additions to cover situations for Alpha Strike.
Skill Advancement
Alpha Strike uses a single Skill rather than split Piloting and Gunnery. Alpha Strike Skill Advancement cost is the total of increasing Piloting and Gunnery one each (350 SP).
Ammunition
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. Alpha Strike units cost a base 10 SP to re-arm. Any weapon based special abilities (ART, BOMB, FLK, HT, IF, LRM, MSL, SRM, TOR, etc.), or any special ability that involve equipment in need of ammunition (AMS, C3RS, MDS, any NARC ability, RSD, etc.) requires an additional 5 SP for each special ability to re-arm. Any unit that wants access to Alternate Munitions must pay the experimental ammunition SP reload cost (50 SP) per alternate munition type you give it access to.
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. If the special ability re-arm cost is not paid, the unit cannot use that special ability. Aerospace Fighters with ENE must pay the special ability re-arm cost for their BOMB special ability or cannot use their BOMB special ability, but are otherwise unaffected.
Salvage
A unit that has had all of its armor and structure bubbles marked off in gameplay is considered destroyed for tactical purposes, but for most such units there remains a chance that the remains can be salvaged and repaired later. Depending on the specific track rules, salvage may be possible by whichever side won the previous track.
When salvage is allowed between tracks, any unit that has been completely marked off by damage will receive a chance to be salvaged unless it is a conventional infantry unit (of any kind), an aerospace unit that crashed, or any unit type that had its last points of armor or structure marked off due to artillery or bomb damage.
For each marked-off unit that may be salvaged, the side that won the track rolls 2D6. On a result of 9 or higher, the destroyed unit is salvageable, and may be repaired using SP, or scrapped for half its normal selling price (see Selling, below). If the roll is 8 or less, the destroyed unit is too far gone to be of any use.