Author Topic: Alpha Strike Companion - 6 December 2022 (v1.6)  (Read 74109 times)

nckestrel

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Re: Alpha Strike Companion
« Reply #30 on: 17 July 2015, 15:12:27 »
p43, Land-Air BattleMechs
at the end of the Conversion and Movement section add
"If a unit converts from Fighter to BattleMech mode while airborne, the unit immediately crashes. 
Converting from Fighter to AirMech can only be done at the beginning of the movement phase when it begins the turn in the Inner Ring of the Radar Map. After it announces it is converting to AirMech, it is placed on the ground map as if the beginning of a flight path, based on which Inner Ring it is moving from.  It then moves from that location as an AirMech.
Converting from AirMech to Fighter, when you announce you are converting to Fighter from an AirMech, the unit is immediately moved to the Central Zone of the Radar Map.  The unit must then move as normal for an Aerospace Fighter by leaving the Central Zone."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Xotl

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Re: Alpha Strike Companion
« Reply #31 on: 25 July 2015, 01:26:43 »
p. 115, Special Case Heat Rules, under Anti-Missile Systems:

Add 1 point to the unit’s heat output
for every Anti-Missile System, 5 points for every Clan-made
Laser Anti-Missile System, and 7 points for every Inner Sphere
"Laser" Anti-Missile System the unit lists on its Technical Readout entry.

Insert "Laser" as indicated.
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nckestrel

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Re: Alpha Strike Companion
« Reply #32 on: 28 July 2015, 08:23:31 »
p97, before Mobile Structures
add a new section
Advanced Buildings
Standard buildings use the buildings rules (see Alpha Strike rulebook p83) and do not need converting.  Advanced buildings may have more equipment, armor, or even weaponry, and so would be converted as if they were a unit.  Each advanced building hex should be converted as a separate unit. 

p99, Mobile Structures
replace with the following

Advanced Buildings and Mobile Structures
For Advanced Buildings and Mobile Structures, the Alpha Strike Structure value of the unit is equal to its BattleTech construction factor (CF) value, divided by the number shown below for CF modifier based on the unit's classification. Round this figure up to the nearest whole number. Like armor, the Structure value for a Mobile Structure applies on a per-section basis, rather than across the entire unit. 

Classification    CF Modifier
Tent, Fence, Hangar, Standard, Wall, Bridge    30
Gun Emplacement, Fortress   15
Castle Brian   3

p103, Mobile Structures
add a new section before Mobile Structures

Advanced Buildings

Advanced Buildings have one standard firing arc (the front), and may have the rear (REAR) special ability and a possible turret (TUR).  One BattleTech hexside should be chosen as the front hexside.  Weapons mounted on that hexside, and the two adjacent hexsides, are used to calculate the Alpha Strike standard Short, Medium and Long range damage values.  The remaining three hexsides mounted weapons are calculated in to the REAR special ability.  All turret mounted weapons are calculated as part of the Turret (TUR) special ability only, they are not included in the standard damage values (S, M and L).
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

nckestrel

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Re: Alpha Strike Companion
« Reply #33 on: 28 July 2015, 09:26:32 »
p173, Destroyed Salvage, second paragraph
"Only under a few extreme cases will a unit be considered “automatically unsalvageable”. Any aerospace units that are destroyed through crashing cannot be salvaged, nor can any units that were destroyed by Ammo Hit or Fuel Hit critical without the benefits of a CASE special (of any kind)."
before the nor, add another condition
"nor any units destroyed while airborne,"
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

nckestrel

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Re: Alpha Strike Companion
« Reply #34 on: 28 July 2015, 10:32:15 »
p127, Mimetic Armor System
remove "or Chameleon Light Polarization Shield" from conversion list.

p131, Stealth
remove Void Signature System from conversion list.

Alpha Strike Introduction resources
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nckestrel

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Re: Alpha Strike Companion
« Reply #35 on: 10 August 2015, 13:04:55 »
p31, Towing
"This trailer must also be a wheeled or tracked vehicle to use the following rules (otherwise, the unit can only be dragged or carried as above)."
change to:
"This trailer must also be a wheeled or tracked vehicle, and also have the HTC special of the Trailer Hitch Quirk, to use the following rules (otherwise, the unit can only be dragged or carried as above)."

after
"If the towed unit or trailer is of a larger Size class than the towing unit, the towing unit reduces its Move to one quarter of its current rate (rounded down to the nearest inch)."
add the following
"A unit may tow multiple trailers, as long as the towing unit and each trailer have the HTC special or the Trailer Hitch Quirk.  The total Size of the trailers must be less than or equal to the towing unit's Size plus one, and the total Size of all trailers is used to modify the towing unit's speed as described above."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Xotl

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Re: Alpha Strike Companion
« Reply #36 on: 17 August 2015, 16:05:36 »
p. 99, General Conversion Rules
Third paragraph, last sentence
Otherwise, round all damage values up to the nearest whole number.
Change to:
Otherwise, if the unit does not track heat, round all damage values up to the nearest whole number.

Under "Adjustment for Heat", in between the first and second sentence insert the following:
"As such, do not perform any damage rounding at this stage."

p. 101, Ammunition
The damage value for any ballistic or missile weapon
that does not have at least 10 shots assigned to it must be
multiplied by 0.75, with the following additional conditions.
Change to:
For each ballistic or missile weapon, divide the number of
such weapons on the unit by the number of shots for that
weapon the unit carries. If the result is less than 10, the
damage value for each such weapon must be multiplied by
0.75, with the following additional conditions.



p. 115, Converting Heat
Under "Heat-Modified Damage", first paragraph, second sentence
In this formula, the total base damage for the unit at each bracket is multiplied by its total heat dissipation rate.
Change to:
In this formula, the total base damage (i.e., the damage total before any rounding has been applied) for the unit at each bracket is multiplied by its total heat dissipation rate.

p. 115, Converting Heat
Under Heat-Modified Damage, first paragraph, last sentence
This final value is rounded up to the nearest tenth place to produce the unit’s heat-modified damage at that range.
Change to:
This final value is rounded up to the nearest whole number to produce the unit’s heat-modified damage at that range.

p. 115, Special Case Heat Rules:

Stealth Armor: If the unit features stealth armor, add 10 points of heat to its heat output.
Change to:
Stealth Systems: If the unit features stealth armor, the Null-Signature System, or the Void-Signature System, add 10 points of heat to its heat output. If the unit features the Chameleon Light Polarization Shield, add 6 points to its heat output.

XXL Engine: If the unit’s Technical Readout shows that it mounts an XXL engine type, double its movement heat.
Change to:
XXL Engine: A BattleMech or IndustrialMech unit with an XXL engine ignores the regular movement heat calculations. Instead, it has a movement heat of 6 if it does not mount jump jets, or 2 per 2 inches of jumping Move if it does (to a minimum of +6 heat for such jumping units).

Improved Jump Jets: If the unit’s Technical Readout shows that it uses improved jump jets, reduce its jumping movement heat by half (to a minimum of +3 heat for jumping).
Change to:
Improved Jump Jets: A unit with improved jump jets reduces its jumping movement heat by half, rounding up (to a minimum of +3 heat for jumping). The movement heat for a BattleMech with both improved jump jets and an XXL engine is +1 per 2 inches of jumping Move, to a minimum of +3 heat.
« Last Edit: 21 September 2015, 19:06:03 by Xotl »
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Xotl

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Re: Alpha Strike Companion
« Reply #37 on: 24 August 2015, 10:34:52 »
Page 115, Converting Heat
Delete the "Long-Range Weapons" subsection and the second paragraph of the "Heat-Modified Damage" subsection
After "Heat-Modified Damage", insert the following new subsection:


Long-Range Weapons: The above heat-modification process applies to all heat-generating units for attacks made in the Short and Medium range brackets. If the unit can deliver damage at Long range (or better), a separate Long-range heat output must also be calculated. This follows the standard rules for calculating a unit's heat output, except that the only weapons included are those with a Long-range damage value.
     Calculate the unit's Long-range damage value without modifying for heat, and then calculate its Long-range damage value modified using the above Long-range heat output.  If, after all rounding is applied, the heat-modified Long-range damage is lower than the unmodified Long-range damage by at least 1 point, then the unit receives the OVL (Overheat Long) special ability.  This calculation is used solely to check if the unit qualifies for the OVL special ability.  If it does qualify, the unit's actual Long-range damage value is calculated by modifying for heat using the exact same procedure and unit heat output as for the Short and Long range brackets, including weapon heat generated by weapons that cannot reach Long range.
     If the unit does not qualify for OVL, its Long-range damage value is unmodified by heat and the full damage value is used.
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nckestrel

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Re: Alpha Strike Companion
« Reply #38 on: 26 August 2015, 15:51:06 »
p104,
Remove 1 from extreme range for Hyper-Velocity AC/10.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

jairb

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Re: Alpha Strike Companion
« Reply #39 on: 12 November 2015, 00:16:39 »
I just noticed that the Positive Design Quirks table on P. 186 has incorrect descriptions for Improved Targeting (Medium) and Improved Targeting (Long).  Both are described as "Unit receives bonus to-hit at Short range."  They should be corrected to "Medium range" and "Long range" respectively.

nckestrel

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Re: Alpha Strike Companion
« Reply #40 on: 31 December 2015, 15:15:58 »
p85, Space Bombers
For Anti-Ship Missiles, Air-to-Air Arrow IV Missiles and Anti-Ship Electronic Warfare Missiles, remove the sentence referring to multiple bomb slots. "Each counts as XX normal bombs for the purposes of movement rate calculations."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Tai Dai Cultist

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Re: Alpha Strike Companion
« Reply #41 on: 31 December 2015, 22:52:54 »
Quote from: Alpha Strike Companion: Resolving Aerospace Attacks, Step 4: Determine To-Hit Numbers (pg 80)
Remember that capital weapons and capital missiles will apply additional modifiers for targeting smaller units....

The modifiers are listed on page 81.

A few suggestions:
Since missiles suffer a modifier of +0, the sentence should list "sub-capital non-missile weapons" in place of "capital missiles".

I can't find where ASC ever defines what "smaller units" means.  I presume it means ASFs and Small Craft, as would be the case in CBT/TW.  But Alpha Strike rules should stand on their own w/o needing to be familiar with CBT/TW rules.  "Smaller units" should probably be changed to "Aerospace Fighters and Small Craft".

Tai Dai Cultist

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Re: Alpha Strike Companion
« Reply #42 on: 15 January 2016, 14:28:25 »
See the Dev level errata for Re-engineered Lasers.

The Weapon Conversion table on page 106 will also require changes on the heat and damage for those weapons to reflect that errata.

nckestrel

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Re: Alpha Strike Companion
« Reply #43 on: 22 February 2016, 14:30:15 »
p106
Replace Heat and Short, Medium and Long for the Re-Engineered Lasers with the damage values listed below.
Large Re-Engineered Laser, 9, 0.945, 0.945, --
Medium Re-Engineered Laser, 6, 0.63, 0.63, --
Small Re-Engineered Laser, 4, 0.42, --, --
« Last Edit: 22 February 2016, 14:50:41 by nckestrel »
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

nckestrel

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Re: Alpha Strike Companion
« Reply #44 on: 15 March 2016, 08:44:24 »
p83, Ending Aerospace Engagements
Before "if both players choose to continue the engagement.."
add
"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."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Xotl

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Re: Alpha Strike Companion
« Reply #45 on: 16 March 2016, 02:10:51 »
p. 144, Step 2: Determine Unit’s Defensive Value:

If the unit possesses a Thrust of 10 or more, add 1 additional point to this result.
Change to:
If the unit possesses a Thrust of 7-9, add 0.5 points to this result.  If the unit possesses a Thrust of 10 or more, instead add 1 additional point.
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nckestrel

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Re: Alpha Strike Companion
« Reply #46 on: 16 March 2016, 08:18:06 »
p139, Offensive Special Ability Factor Table (Ground Units)
ARTX-# Factor Value, change from "Damage x 4**" to "Damage x 6**"
 
the ** Footnote, change "multiply the first (Inner) damage value by 4, then add 2 points for every point of the second (Outer) damage value, plus 2 points for every 2 full inches of blast radius extends beyond 2". (For example, a single Long Tom artillery weapon - Damage 5/2, Radius 6" - would receive a Factor Value of 28 [5x4 = 20]+[2x 2" over 2" = 4] = 28)."
to
"multiply the first (Inner) damage value by 6, then add 3 points for every point of second (Outer) damage value, plus 3 points for every 2 full inches of blast radius extends beyond 2”. (For example, a single Long Tom artillery weapon – Damage 3/1, Radius 6” – would receive a Factor Value of 27 [3x6 = 18] + [3x2” over 2” = 6]+[3x1 = 3] = 27)”
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

nckestrel

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Re: Alpha Strike Companion
« Reply #47 on: 17 March 2016, 08:23:46 »
p35, Ballistic-Reinforced Armor
second paragraph, example
change to
"Thus, if a unit that delivers normal attack values of 5/4/2, with an AC2/2/0 special, delivers a successful normal attack against a unit with the BRA special at Short range, the attack will be reduced by 3 points (half the damage value at Short range rounded up), dropping the normal total of 5 points to 2.  If the same unit makes a special AC weapon attack against a unit with the BRA special at Medium range, the attack will be reduced by 1 point (half the AC special ability's Medium range), dropping the AC total of 2 points to 1."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

nckestrel

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Re: Alpha Strike Companion
« Reply #48 on: 17 March 2016, 08:57:28 »
p21, Variable Damage
add before Example

“Overheat, NARC, bonus damage from attacking to the rear, special abilities and other effects that add to damage are checked for variable damage, each point rolling as described above.  A unit with 2/2/2 attacking at short range to the rear of the target would roll three, twice for its 2 damage at short range and once for attacking from the rear.
AMS, armor special abilities and other damage reduction effects is done after checking for variable damage.  So if a unit with 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 after rolling for variable damage is then reduced by 1.”
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

nckestrel

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Re: Alpha Strike Companion
« Reply #49 on: 29 March 2016, 14:37:32 »
p152, Pursuit Lance Bonus Ability
Add after the current line.
"The Pursuit Lance may choose an enemy Formation rather than a single unit as the target for the Blood Stalker SPA. All members of the Pursuit Lance must choose the same enemy Formation for the Blood Stalker SPA.  If all units in the chosen enemy Formation are destroyed, the Pursuit Lance must choose another enemy Formation for the Blood Stalker SPA."
« Last Edit: 29 March 2016, 15:42:47 by nckestrel »
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Descronan

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Re: Alpha Strike Companion
« Reply #50 on: 12 April 2016, 13:14:28 »
 FORMAT: PDF
    * VERSION: V1 - Released June 27/2014
    * LOCATION: Page 111- Artillery Weapons
    * THE ERROR:

Table/Damage does not match the Alpha Strike Errata 2.1

    * THE CORRECTION: Update to match Errata 2.1

Additionally, this will impact the PV cost of Artillery and all units with ART. Currently Arrow IV costs 12 PV based on the old artillery damage values.

Xotl

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Re: Alpha Strike Companion
« Reply #51 on: 06 June 2016, 10:53:02 »
There's a couple of major pieces we're working on that have caused the initial ASC release to be delayed (roughly two weeks is the estimate, but this could change).  However, I've attached a complete rework of the Converting Heat section of the book, which has generated plenty of errata and a pile of questions.  I'd appreciate anyone who does conversion to try to work their way through it, without reference to any other statements, and see if conversions can be done properly and clearly.  Comments in the general Errata Discussion Thread, not here please.  Thanks!
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Xotl

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #52 on: 09 June 2016, 10:08:51 »
Those pieces that I mentioned as still being worked on still are, but I decided to release the rest of the errata.  Links in the first post.

Major bits:
 - Rework of many of the SPAs
 - Artillery updates
 - PV calculation corrections
« Last Edit: 10 June 2016, 18:49:40 by Xotl »
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Revanche

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #53 on: 18 June 2016, 19:06:38 »
* VERSION: print
* LOCATION: p. 155, Transport Squadron
* THE ERROR: "...while the typically larger aerospace craft are used to materiel to, from, or through the battle zone."
* THE CORRECTION: "...while the typically larger aerospace craft are used to move material to, from, or through the battle zone."

* VERSION: print
* LOCATION: p. 155, Transport Squadron
* THE ERROR: incomplete statement; "But sometimes,..."
* THE CORRECTION: Unknown, though it will probably relate to self-defense capabilities.
« Last Edit: 18 June 2016, 19:12:00 by Revanche »

nckestrel

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #54 on: 31 October 2016, 22:04:18 »
p116, Calculating Overheat Value
change "fighters" to "aerospace fighters".
Alpha Strike Introduction resources
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CptRodent

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Re: Alpha Strike Companion
« Reply #55 on: 18 November 2016, 12:21:16 »
Ammo errata in the errata 1.1

Version: errata 1.1 and in this post:
Location: pg 8, section: Ammunition (p.101), under Change to:
Error: "For each ballistic or missile weapon, divide the number of
such weapons on the unit by the number of shots for that
weapon the unit carries. If the result is less than 10..."

If we use the LCT-1V example (2 MG), we divide 2 MGs by 200 which results in .01. Also use the ARC-2R, 2 LRM-20s divided by 24 shots equals .83333333. Applied across all 'Mechs we will see similar numbers of less than 1. Dividing the other way around will give us the correct numbers: 200 divided by 2 equals 100 and 24 divided by 2 equals 12.

Correction: Switch the wording around to read: "For each ballistic or missile weapon, divide the number of shots for that weapon the unit carries by the number of such weapons on the unit. If the result is less than 10..."
« Last Edit: 06 April 2017, 13:24:04 by Xotl »

nckestrel

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #56 on: 22 December 2016, 15:42:34 »
p153, Command Lance
Change Ideal Role to just Ideal Role: None.
Alpha Strike Introduction resources
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mitchberthelson

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #57 on: 21 March 2017, 18:00:02 »
Dropbox links are showing "404"

nckestrel

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #58 on: 02 May 2017, 07:54:52 »
p113, Battle Armor LB-X, add Flak to Notes.
Alpha Strike Introduction resources
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nckestrel

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #59 on: 02 May 2017, 08:01:42 »
p43, LAND-AIR BATTLEMECHS, Combat Phase
Add
Attacks in AirMech Mode: LAMs add a +2 to-hit modifier to all attacks made while in AirMech mode.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

 

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