Author Topic: Alpha Strike - 18 September 2019 (v2.5)  (Read 66727 times)

nckestrel

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Re: Alpha Strike - 6 June 2015 (v2.1)
« Reply #90 on: 29 March 2016, 14:31:33 »
p24, Add Skill Rating Table
The current p167 Point Value Skill Rating Table minus the PV modifier column and renamed.

p167, Point Value Skill Rating Table
Remove PV Modifier column and rename the table Skill Rating Table.
Add Low-Skill PV Decrease Table and Improved-Skill PV Increase Table from p24.

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 - 6 June 2015 (v2.1)
« Reply #91 on: 04 April 2016, 10:46:37 »
p90, High Altitude Drops
Attacks Against Dropping Units
after "These attacks apply the normal air-to-air combat rules, but do not apply the airborne aerospace target modifier."
add "The dropping units automatically fail all Control Rolls while on the Radar Map."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

GoldBishop

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Re: Alpha Strike - 6 June 2015 (v2.1)
« Reply #92 on: 26 April 2016, 13:18:23 »
Not sure if I should suggest this here or elsewhere... but after getting an answer to my question (found Here ) I wanted to make sure others were aware of the clarification.

A suggested Errata for AlphaStrike...

p.43, under Physical Attacks -> Determine and Apply Damage ->  Anti-'Mech Infantry, First Sentence:
"On a successful attack, the infantry unit delivers it's normal to the target..."
should be changed to
"On a successful attack, the infantry unit delivers it's Short Range Damage Value to the target..."
and, [perhaps some editing for clarity] at the end of the paragraph:
"If the attacking unit fails to inflict at least 1 point of damage, it does not get to roll for a Critical Hit. (See Minimal Damage p.38)"
« Last Edit: 26 April 2016, 16:27:34 by Xotl »
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nckestrel

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Re: Alpha Strike - 6 June 2015 (v2.1)
« Reply #93 on: 03 May 2016, 10:58:10 »
"① Step 1: Verify Line of Sight (p. 34)
At the end of the second paragraph insert the following:
Conversely, if more than two-thirds of the attacking unit's miniature is blocked from seeing the target miniature by solid
terrain, the line of sight is blocked. The blocking of line of sight works both directions, if the attacker is not blocked from
seeing the target, the target is not blocked from seeing the attacker. And if the attacker is blocked form seeing the target,
the target is blocked from seeing the attacker."
change to
"① Step 1: Verify Line of Sight (p. 34)
At the end of the second paragraph insert the following:
Conversely, if more than two-thirds of the attacking unit's miniature is blocked from seeing the target miniature by solid
terrain, the line of sight is blocked. The blocking of line of sight works both directions, if the attacker is blocked from
seeing the target, the target is blocked from seeing the attacker and if the target is blocked from seeing the attacker,
the attacker is blocked from seeing the target."
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 - 6 June 2015 (v2.1)
« Reply #94 on: 16 May 2016, 10:27:48 »
p17, Occupying and intervening Terrain
add sentence at end of paragraph
"If terrain is occupied by the unit, the first 1" of that terrain extending away from the base of the unit is still considered the occupied terrain.  Occupied terrain more than 1" from the base of the unit becomes intervening terrain. For example, if a unit occupies a building, and is within 1" of the edge of the building, the building is occupied but not intervening so it does not block LOS.  If the same unit occupies a building, and line of sight is drawn through more than 1" of the building, then building is now intervening and blocks LOS.  For Woods, if the unit occupies the Woods, the first 1" away from the base of the unit does not count toward the 6" of Woods blocking LOS."
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 - 6 June 2015 (v2.2)
« Reply #95 on: 06 June 2016, 10:44:17 »
And the new errata is out.  You'll have noticed that there are two versions, one for the first printing and one for the second.  That way, if you have the newest printing, you don't have to wade through piles of old errata to see what's changed.  Because I've implemented this, I'm not continuing with the Simplified releases.

Major new points:
 - Forced withdrawal and infantry
 - IF and special munitions
 - Reduction of the DFA to-hit mod
 - Major artillery changes
 - STL can now be shut on and off
 - Aero units with a thrust of 7-9 receive an abstract aero move bonus
 - Rewrote the to-hit modifiers table for clarity and completeness
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Jim1701

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #96 on: 06 June 2016, 17:47:02 »
On pg 10 of the second printing errata doc the Advanced Options header should be moved up so it is above the Climbing and Sprinting changes.  Unless climbing and sprinting have been moved to the standard rules, of course. ;)


Xotl: awesome, thanks.  Corrected version will go up in eight hours or so.
« Last Edit: 06 June 2016, 18:13:10 by Xotl »

Xotl

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #97 on: 07 June 2016, 01:37:52 »
Both PDFs with corrections reported here and in the AS forum.  Redownloads as of now should fetch them, though you may have to refresh your browser cache.
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nckestrel

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #98 on: 21 June 2016, 09:12:31 »
p30 (and p168)
change Water numbers to:
depth  cost
0"       +0"
1"       +1"
2"+     +6"
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 - 6 June 2016 (v2.2)
« Reply #99 on: 12 July 2016, 08:21:32 »
p34, Water
change second paragraph
from
"If a unit is completely submerged within water (such as a ’Mech unit standing in water features of 2 or more inches in depth), LOS
to (and from) the submerged unit is considered to be blocked, even from units operating on the water surface (such as hover, WiGE, or naval vehicles)."
to
"Submerged Units: A submerged unit is one underwater.  Completely submerged units must be in water deep enough to cover the unit's height, such as a 'Mech unit standing in water 2 or more inches in depth (see Unit Heights p.99). Partially submerged units are in water that is at least 1" deep, but less than the unit's height, such as a 'Mech unit standing in 1 inch deep water. A non-submerged unit is not in water, or is a unit on the surface of the water (such as a hovercraft on water).

Attacks are blocked from a partially submerged or non-submerged unit to a completely submerged unit.
LOS and attacks are blocked from a completely submerged unit to a non-submerged unit.
Attacks are blocked from a completely submerged unit to a unit on the surface of the water.
A completely submerged unit has LOS and may attack another completely or partially submerged unit in the same water feature (where the LOS travels entirely through water)."

p35, Underwater and Torpedo Attacks
"Underwater and Torpedo Attacks: Torpedos (see TOR# special ability, p. 48) are used for making attacks while submerged (see Water above).  Torpedo damage is not reduced for being underwater (see Underwater Damage p. 39).  In addition, Torpedos can be used to make attacks between submerged units and those on the surface, these attacks use only the Torpedo damage.

Examples:
A submarine in 1" deep water (completely submerged) may attack another submarine in 1" deep water (completely submerged).
A submarine in 1" deep water (completely submerged) may attack a 'Mech in 1" deep water (partially submerged).
A submarine in 1" deep water (completely submerged) cannot attack a hovercraft on the surface (not submerged), unless the unit is only using torpedos.
A 'Mech in 1" deep water (partially submerged) may not attack a submarine in 1" deep water (completely submerged), unless the unit is only using torpedos.
A hovercraft on the surface may not attack a submarine in 1" deep water (completely submerged), unless the unit is only using torpedos."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

NeonKnight

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #100 on: 09 August 2016, 13:12:36 »
Forgive me as I do not have the recent print copy for the book to confirm page numbers, entries etc.

I was just demoing the AS Academy at GenCon and noticed a lot of issues with the Second printing book.

Off top of head:

REAR #/#/#

This is listed in the section on Special Abilities (around page 48), but is absent on the Special Abilities Table in the back of the book.

The Table for Attack Modifiers in the Back of the Book (page 169?) is the still the original chart from the First Printing, and thus is missing the modifiers for STAND STILL and JUMP.

Thanx, and again sorry not proper format.


*EDIT

Just Downloaded the newest PDF, and these errors are in the PDF as well.
« Last Edit: 09 August 2016, 13:14:44 by NeonKnight »
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nckestrel

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #101 on: 31 October 2016, 22:03:27 »
p23, After Aerospace Units add
"Heat Tracking Units: Only 'Mechs and Aerospace Fighters track Heat in Alpha Strike, and only these two unit types are heat tracking units.  All other unit types are non-heat tracking units."
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Alfaryn

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #102 on: 04 December 2016, 07:04:55 »
Pp. 121-125, 2013 Print edition

PROBLEM 1. REPAIR, REARMING AND REPLACEMENT

Both Meeting Engagement (p.121) and Counterattack (p.124) tracks can lead to either Breakthrough (p. 122) or Pursuit (p. 124) tracks (see flowchart on p. 116 for a quick clarification). The rules of those tracks seem to disagree on what forces the players can repair, replace or rearm units before Breakthrough and possibly Pursuit tracks.

Meeting Engagement says in the Next Track section, that neither side can repair, replace or rearm units after this scenario. This is consistent with Breakthrough, but not necessarily with Pursuit scenario.

Counterattack says in the Next Track section, that both sides can repair, replace or rearm units after this track. This is inconsistent with Breakthrough (which specifically prohibits repairs before it), but not necessarily with Pursuit track.

Breakthrough says that both the Attacker and the Defender may not repair any units before entering the scenario (and says nothing about rearming or replacement). This is consistent with Meeting Engagement, but not Counterattack (which specifically allows repair after it).

Pursuit does not specify if the players can repair, rearm or replace any units before the track.

RECCOMENDATION 1

Make Next Track rules for repairs, rearming, and replacement of the Meeting Engagement and Counterattack scenarios consistent with Breakthrough and Pursuit Game Setup Rules. This will most likely means one of two possible things:
1. if repair, rearming, and replacement is to be allowed after Counterattack, remove the rule, that the players can’t repair units before Breakthrough,
2. if repair, rearming, and replacement is not to be allowed after Counterattack prohibit the players to make any repairs, rearming and replacement after Counterattack, and still scratch the rule that the players can’t repair units from the Breakthrough Game Setup section, as it will be redundant there, and would have no counterparts in the other tracks in the campaign.

PROBLEM 2. SALVAGE AND UNITS NOT USED IN THE PREVIOUS TRACK

All tracks say in their Game Setup Rules, that players may use any units used in the previous tracks. Two tracks (Assault and Defense) specifically prohibit fielding units taken as salvage in directly preceding tracks, and Counterattack specifically allows it. Breakthrough and Pursuit do not say if players can use recent salvage. None of the tracks say if players can use any of their forces not used in directly preceding tracks.

RECCOMENDATION 2

Add rules about using salvage from directly preceding tracks to the Game Setup sections of Breakthrough and Pursuit tracks. For clarity add the rule, that players may use any units not deployed in previous tracks (respecting the limit of total forces allowed of course) to Game Setup Sections of all tracks except Meeting Engagement (which never has any previous tracks).

Scotty

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #103 on: 20 January 2017, 22:25:39 »
Pg. 78, second printing (PDF)

The issue is the following paragraph, under Alternate Bomb Munitions:
The issue is obvious, I think; no ASF has higher than BOMB3 anymore, which means these numbers are... fairly off.

Bumping this one, due to a lack of response and the fact that it came up again in another game.
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nckestrel

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #104 on: 13 March 2017, 08:03:17 »
p78, Arrow IV Missiles
change
"Thus, an aerospace unit with the BOMB8 special may carry up to 7 Arrow IV missiles, or 1 Arrow IV missile and 6 bombs of other types, or 8 non-Arrow IV missile bombs."
to
"Thus, an aerospace unit with the BOMB3 special may carry up to 2 Arrow IV missiles, or 1 Arrow IV missile and 1 bomb of another type, or 3 non-Arrow IV missile bombs."

p78, Arrow IV (Homing or Standard), second paragraph
change "Central Zone or Inner Ring without the airborne unit on the ground map," to "Inner Ring"
« Last Edit: 13 March 2017, 09:29:20 by nckestrel »
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pipeline

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Re: Alpha Strike - 6 June 2016 (v2.2)
« Reply #105 on: 09 May 2017, 12:46:00 »
Version: errata 2.2
Location: page 6 Under More Experienced Skills
The Error: For ease of reference, this formula is translated into the High-Skill PV Increase Table shown below.
The Correction:  For ease of reference this formula is translated into the Improved-Skill PV Increase Table shown below.

OR

Version: errata 2.2
Location: page 5 Force Balancing
The Error: Improved-Skill PV Increase Table
The Correction: High-Skill PV Increase Table

Xotl

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Re: Alpha Strike - 6 June 2017 (v2.3)
« Reply #106 on: 05 June 2017, 04:04:09 »
New errata for the year is up.  No time to go over the changes (big artillery nerfs!), sorry, but they're all in the New Additions section as usual.
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pipeline

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Re: Alpha Strike - 6 June 2017 (v2.3)
« Reply #107 on: 10 June 2017, 12:15:39 »
Thanks for all the hard work.

Xotl

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Re: Alpha Strike - 27 July 2017 (v2.3.1)
« Reply #108 on: 29 July 2017, 03:55:17 »
The AS errata has been updated to v2.3.1 (and uploaded to the main website).  This is essentially the same as v2.3, but backs out the air-to-ground attack changes until we can come up with something more agreeable to the player base.  Cheers.
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NeonKnight

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Re: Alpha Strike - 27 July 2017 (v2.3.1)
« Reply #109 on: 30 July 2017, 01:31:58 »
I think, this is Errata for the Errata:

Page 15 of the Errata Document:

② Converting Movement and Distances (p. 110)
Under “Base-to-Base Contact”, first sentence
Under hex-based rules, a unit in an adjacent hex qualifies for base-to-base contact.
Change to:
Under hex-based rules, a unit in an adjacent hex, and within 1 level of elevation, is in base-to-base contact.

Should maybe be:

② Converting Movement and Distances (p. 110)
Under “Base-to-Base Contact”, first sentence
Under hex-based rules, a unit in an adjacent hex qualifies for base-to-base contact.
Change to:
Under hex-based rules, a unit in an adjacent hex, and within 1 level of elevation, qualifies for base-to-base contact.
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Re: Alpha Strike - 27 July 2017 (v2.3.1)
« Reply #110 on: 08 August 2017, 14:09:42 »
Please repost this as a question in the appropriate rules forum so that the rules group may determine the best precise wording.
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Scotty

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Re: Alpha Strike - 27 July 2017 (v2.3.1)
« Reply #111 on: 27 August 2017, 11:19:20 »
Alpha Strike
Corrected 2nd Printing
Pg. 68 and 171, Advanced Terrain Movement Cost Table

Table lists incorrect movement costs for changing elevations.  Chance the relevant entries to read:

Level Changes (up or down)
Per 1" elevation      +2"(Mechs, ProtoMechs)
Per 1" elevation      +2"(VTOLs in Air)
Per 1" depth           +2"(Submarines in Water)
Per 1" elevation      +4"(Infantry, Ground Vehicles
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nckestrel

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Re: Alpha Strike - 27 July 2017 (v2.3.1)
« Reply #112 on: 11 December 2017, 22:21:02 »
Alpha Strike
p33
Mechanized Battle Armor
2nd paragraph change to
"Mounting and dismounting battle armor from an Omni unit follows all the same movement rules as does mounting and dismounting infantry from a dedicated infantry transport."

Extended Mechanized Special Ability
change
"However, the transport mounted by these units will not only have to spend 2 inches of Move to pick up such units, it will lose 2 inches of Move per turn as long as the XMEC unit remains on board. "
to
"However, the transport mounted by these units will lose 2 inches of Move per turn as long as the XMEC unit remains on board."
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 - 27 July 2017 (v2.3.1)
« Reply #113 on: 12 December 2017, 11:21:58 »
p39, Underwater Damage
last sentence
Change
"If a submerged unit loses all of its armor"
to
"If a completely submberged unit loses all of its armor"
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 - 27 July 2017 (v2.3.1)
« Reply #114 on: 16 March 2018, 09:10:56 »
p76, Alternate Artillery Munitions
add after Air-Defense Arrow IV

"Air-to-Air Arrow IV
  Air-to-Air Arrow IV missiles require the ART-AC or ART-AIS specials.
  The Air-to-Air Arrow IV is a special weapon that enhances the unit's air-to-air attacks, it can only be used by airborne units targeting another airborne unit. Instead of making an artillery attack, an airborne unit may use it's Air-to-Air Arrow IV as an extra weapons attack in air-to-air combat. This attack may be attempted against targets in the Medium range bracket or closer, and is resolved as a normal air-to-air attack (see pp. 58-60). A successful hit by an air-to-air Arrow IV delivers 2 points of damage to the target.
  Air-to-Air Arrow IV missiles may not be used against ground targets."
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 - 27 July 2017 (v2.3.1)
« Reply #115 on: 16 March 2018, 09:20:04 »
p13 and p27, Stacking
after "regardless of how they arrive..."
add
"If a unit is forced to move or arrives at the same location as another unit that would violate the stacking rules, the moving or arriving unit must be placed as close to the location as possible (based on how much Move the unit would have to expend to move to the location) by the unit's player. If the resulting terrain is prohibited to the unit, the unit is destroyed."
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 - 6 June 2018 (v2.4)
« Reply #116 on: 06 June 2018, 02:15:17 »
New errata for the year.  No major changes.  Updated the sample armies to the new PV revision.  Added Air-to-Air Arrow IV.  Revised buildings.  Download link in the first post; if there's no major problems it will go up to the main website in a week or so, as usual.


EDIT: no issues reported, so it's going live now.
« Last Edit: 02 July 2018, 21:55:18 by Xotl »
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nckestrel

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Re: Alpha Strike - 6 June 2018 (v2.4)
« Reply #117 on: 18 September 2018, 10:45:33 »
p64, Bridges
change to
"Bridges, like buildings, receive a Construction Factor (CF) that reflects their overall strength and stability. This can be any value from 1 to 10. If a bridge suffers damage from attacks or other conditions, the damage points are subtracted from its CF value. A bridge reduced to a CF of 0 is destroyed.
Weight Limits: As the bridge’s current CF value also represents its weight capacity, the CF value of the bridge corresponds to the maximum size class of units that may safely cross that bridge (in addition, of course, to being of a physical size wide enough for the miniature to stand upon). A bridge with a CF of 4 or more may support units of Size 4. Bridges with a CF of 3 may only support units up to Size 3. A bridge that has a CF of 2 may only support units up to Size 2. Bridges of 1 CF may only support Size 1 units.
If a unit that exceeds a bridge’s Size limit attempts to use it, the bridge immediately collapses once the unit moves onto it. All units on a bridge when it collapses will fall and suffer 1 point of damage per 3 inches (or fraction thereof) of difference between the starting level and destination level, rolling for critical hits as normal. If the unit falls into prohibited terrain as a result of a bridge collapse, it is destroyed."
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 - 29 August 2019 (v2.5)
« Reply #118 on: 29 August 2019, 10:26:28 »
The final version of the Alpha Strike errata is available for your review.  As noted in the document, this will be the last errata document for classic AS: from now on support will be for AS Commander's Edition.  There are the usual corrections here, plus a number of notes that bring AS up to speed with ASCE.
3028-3057 Random Assignment Tables -
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