BattleTech - The Board Game of Armored Combat

Catalyst Game Labs => BattleTech Game Errata => Topic started by: Xotl on 28 June 2014, 03:18:42

Title: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: Xotl on 28 June 2014, 03:18:42
This thread is for all issues and problems with the Alpha Strike Companion.
 
Product Link: https://www.drivethrurpg.com/product/131744/BattleTech-Alpha-Strike-Companion

Current errata version is 1.6, and can be found here:
https://bg.battletech.com/errata/

In addition, the Converting Heat chapter has been redone and can be found here:
https://bg.battletech.com/errata/

Please remember to follow the errata report template (http://bg.battletech.com/forums/index.php/topic,2412.msg171290.html#msg171290) when reporting issues.  Thanks.
Title: Re: Alpha Strike Companion
Post by: NeonKnight on 28 June 2014, 11:48:53

* FORMAT: PDF
    * VERSION: V1 - Released June 27/2014
    * LOCATION: Page 134 - GROUND UNIT ROLES - Ambusher
    * THE ERROR:

Preferred Range: Short (Ambushers wants to wait until it’s assured a devastating).

    * THE CORRECTION: I believe it should be:

Preferred Range: Short (Ambushers wants to wait until it’s assured a devastating [hit/attack/strike]).
Title: Re: Alpha Strike Companion
Post by: Schottenjaeger on 30 June 2014, 18:00:11
All errata are for the PDF, first release
------

Pg. 8, "Armor and Structure"
"..bubbles are most commonly used to indicate the how many points..."

Error: Typo, extra word
Fix: Delete "the"
------

Pg. 12, "Shielding Movement"
"Any attack that misses a shielded unit by a MoF greater than the to-hit modifier created by the shielding units, the attack missesentirely;"

Error: Typo, improperly bound if/then statement
Fix: Delete ", the attack" or change opening to "If any attack misses..
------

 Pg. 16, "Battlefield Intelligence Rating Table"
"Each DropShip aerospace unit (on-planet on in the field)

Error: Typo (misspelling)
Fix: Based on text, should be "..or in the field."
------

Pg. 17, "Battlefield Intelligence Benefits"
"Thus, players should recheck their BI various again during the End Phase of any turn..."

Error: Typo (Word substitution)
Fix: Based on text/tables, replace "various" with "values"
------

Pg. 17, "Pre-plotted Artillery" example text
"Joshua’s force includes a lance or artillery units.."

Error: Typo (Word substitution)
Fix: Replace "or" with "of"
------

Pg 115, "Special Case Heat Rules", "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 Anti-Missile System the unit lists..."

Error: Missing word (clear from context), impacting game rules.
Fix: Add "Laser" to second IS AMS, to read "..and 7 points for every Inner Sphere Laser Anti-Missile System..."
------

Pg. 136, Skirmisher, second sentence
"..Skirmishers carefully balance their weapons and armor in hopes of giving as good and they get..."

Error: Typo.
Fix: Replace "and" with "as"
-------

Pg 136, "Striker", second paragraph of text block
"In Alpha Strike terms, a unit may be considered a juggernaut if.."

Error: Cut and paste error.
Fix: Replace "Juggernaut" with "Striker"
-------

More to follow.
Edit: added further typoes.
Additional items pending rules queries.
Title: Re: Alpha Strike Companion
Post by: nckestrel on 01 July 2014, 07:42:42
p. 14, "Skid Modifiers Table"
Under Modifier, remove the "0.68" in the first row.
Title: Re: Alpha Strike Companion
Post by: Weirdo on 02 July 2014, 13:22:16
Page 148 and 149, Standard Force Organization Schemes Table and accompanying text:

When in reference to infantry formations, replace all references to an Inner Sphere/Periphery lance with company instead. As far as standard IS organization is concerned, an infantry platoon is already a lance.
Title: Re: Alpha Strike Companion
Post by: nckestrel on 08 July 2014, 10:29:31
p17, Area Knowledge
change
"The maximum number of units that may be hidden by virtue of a higher BI score equals the total number of units that force is bringing to the battlefield, divided by the number of those units that possess the Recon (RCN) special ability (see p. 108, AS), rounded normally. This number may not exceed half of the total force committed to the scenario."
to
"The maximum number of units that may be hidden by virtue of a higher BI score equals the total number of units that possess the Recon (RCN) special ability (see p. 108, AS). This number may not exceed half of the total force committed to the scenario."
Title: Re: Alpha Strike Companion
Post by: Xotl on 10 July 2014, 07:38:26
Page 138, Determine Unit's Offensive Value
Count all minimum damage values (0*) as 0.
Change to:
For a minimum damage value (0*) at Short or Long range, add 0.5. For a minimum damage value at Medium Range, add 1.

Page 139, Offensive Special Ability Factor Table (Ground Units)
Change CNARC from 0.5 to Ability Rating x 0.5
Change INARC from 1 to Ability Rating x 1
Change SNARC from 1 to Ability Rating x 1
Insert new row for IATM.  Its Factor Value is "Long range damage value x 1"

Page 139, Offensive Blanket Modifiers Table
In the table footnotes, first footnote, delete ", and DRO"

(Rather than adding a to-hit modifier, DRO changes the unit's skill rating, which is accounted for on p. 145.)

Page 139, Apply Blanket Offensive Modifiers
After multiplying, round the unit’s final Offensive Value up to the nearest half-point.
Change to:
After multiplying, round the unit’s final Offensive Value to the nearest half-point.

Page 139, Offensive Special Ability Factor Table (Ground Units)
Under IF#, Factor Value column, add the following:
IF0* = 0.5

Page 140, Defensive Special Ability Factor Table:
For CR, change the entry to 0.25 (0 if unit has only 1 Structure point)

Page 140, Defense Factor Modifiers Table (Ground Units)
Footnote text
* Apply only if this value is higher than the unit's Movement Modifier
Change to:
* Apply only if this value is higher than the unit's Movement Modifier. If so, this value is used instead of the Movement Modifier, not in addition to it.

Page 141, Calculate the DIR
Round this result up to the nearest half point (0.5), to find the unit’s DIR.
Change to:
Round this result to the nearest half point (0.5) to find the unit’s DIR.
Title: Re: Alpha Strike Companion
Post by: nckestrel on 04 August 2014, 15:00:56
p97, second and third paragraph (Reflective Armor and Reactive Armor)
remove "multiply its BattleTech armor factor by 0.75, and round up before converting it to its Alpha Strike armor value. In addition to this, "
from both armor types.

Reflective Armor: If a unit features reflective armor, the unit receives the Reflective Armor (RFA) special ability, as long as all of its armor is reflective.
Reactive Armor: If a unit features reactive armor, the unit receives the Reactive Armor (RCA) special ability, as long as all of its armor is reactive.

p97, Patchwork Armor
remove references to Reflective armor having a multiplier

Patchwork Armor: Patchwork armor is a rare oddity in which the unit features multiple different armor types. To find the BattleTech armor factor, it is necessary to group like armor types together and apply their appropriate multipliers (if any) before finding the final sum. For example, a ’Mech unit which features hardened armor over its torso, but standard armor on its arms, legs and head, would double the armor point value of its torso (to account for the hardened armor).
Title: Re: Alpha Strike Companion
Post by: Pa Weasley on 04 August 2014, 21:36:50
p.102 Battle Armor Vibro-Claws

"Add 1 point of damage to the total damage value..."

Should be 0.1 damage with a total of 0.2 damage for two vibro-claws.
Title: Re: Alpha Strike Companion
Post by: nckestrel on 11 August 2014, 16:49:42
p112
Light Mortars and Heavy Mortars, remove indirect fire note
Title: Re: Alpha Strike Companion
Post by: cavingjan on 14 August 2014, 21:21:18
Pg 38: the last word in the RAMS section should be turn

Pg 41: picture description Clan Wolf heavy instead of Clan Wolf assault.

Title: Re: Alpha Strike Companion
Post by: nckestrel on 03 September 2014, 08:50:56
p116, Special Unit Ability Damage Values
remove "and are not subject to heat modification."
Title: Re: Alpha Strike Companion
Post by: Xotl on 18 October 2014, 17:47:10
p. 100, Converting Weapons example text.  The following is the correct text:

Combined, this means the Mad Cat Mk
II’s Short range value would be 7 points ([1.245 x 2 Gauss
rifles] + [0.7 x 4 ER medium lasers] + [0.6 x 2 LRM 10s] = 6.49,
rounded up to 7.)


     Finally, at Long range, the Clan Gauss rifles continue to
deliver 1.5 points per weapon, but the ER medium lasers deliver
nothing as they are now out of range. The LRM 10s aren’t,
however, and continue to produce 0.6 damage each at this
bracket. This yields a Long range value of 5 ([1.5 x 2 Gauss rifles]
+ [0.6 x 2 LRM 10s] = 4.2, rounded up to 5).
     Before adjusting for any other factors—such as the Mad Cat
Mk II’s heat management capabilities—this gives the ’Mech an

Alpha Strike damage value of 7/7/5.
Title: Re: Alpha Strike Companion
Post by: Von Ether on 19 October 2014, 14:14:02
PDF bookmark links:
Groundd Formation Units
Title: Re: Alpha Strike Companion
Post by: NeonKnight on 19 October 2014, 18:41:17
COLLISION/CHARGING TABLE

Pages 14 & 180
Column Under Size 1
29" - 36"
36" - 43"


36 appears in table twice. Assuming it should read:

37" - 43"


Skid Modifier Table:

pages 14 & 180

Conditions listed as:
15" to 20"
21" - 34"
22" to 48"

Should read:
15" to 20"
21" - 34"
35" to 48"

Title: Re: Alpha Strike Companion
Post by: Xotl on 30 October 2014, 16:24:35
p. 92, first footnote (*)
*These units automatically receive the LG special unit ability when operating on the ground map
Change to:
*'Mech units of this size automatically receive the LG special unit ability when operating on the ground map

p. 143, Offensive Special Ability Table, footnote
*Apply this Factor for each artillery weapon separately.
Change to:
*Apply this Factor for each artillery weapon separately. Remember that Artillery Cannons do not grant ART special abilties to aerospace units, but instead are treated as part of the standard damage calculation (see pp. 104, 107).
Title: Re: Alpha Strike Companion
Post by: nckestrel on 11 November 2014, 08:57:12
p51, Animal Mimicry
After "will become initimidated" add "until after the next Movement Phase."

p52, Demoralizer
After "the enemy unit is intimidated" add "until the next Combat Phase".
Title: Re: Alpha Strike Companion
Post by: nckestrel on 04 December 2014, 10:34:32
p107 (and p110), Torpedoes Note
"Torpedoes: Torpedo launchers (LRTs and SRTs) represent an alternate form of the standard LRM and SRM launchers, respectively. LRTs and SRTs receive the same damage values as a comparable LRM or SRM weapon, and may benefit from Artemis damage values, but are not available in any of the other missile forms (including MMLs, MRMs, Streak, Enhanced LRMs, or Extended LRMs)."
change to
"Torpedoes: Torpedo launchers (LRTs and SRTs) represent an alternate form of the standard LRM and SRM launchers, respectively. LRTs and SRTs receive the same damage values as a comparable LRM or SRM weapon, and may benefit from Artemis damage values, but are not available in any of the other missile forms (including MMLs, MRMs, Streak, Enhanced LRMs, or Extended LRMs). Torpedo damage values are used for the Torpedo (TOR) Special Ability (see p. 132) only, and are not added to the base Short, Medium or Long damage values with other weapons."
Title: Re: Alpha Strike Companion
Post by: dirty harry on 17 December 2014, 18:08:23
p. 58, right column, title:

Heavy Horse

 should be

Heavy Horseman

(like Light Horseman a unit description above).
And by the way: shouldnt it be Horsemen as there should be more than one?

p.110, table:
iATM 6,  Long range shows damage 1, should be 0,6.

p.114, Naval weapons table:
NAC 25 short range damage is listed as 23, should be 25.

p.121, C3 Emergency Master:
Code is C3BSM#, what refers to a boosted master, not an emergency master.
Code should be C3EM#.
Title: Re: Alpha Strike Companion
Post by: Xotl on 03 February 2015, 13:16:02
p. 105, Alpha Strike Conversion Table Inner Sphere Standard Weapon (Continued):

Small Pulse Laser: under Notes, add "Point Defense"
Title: Re: Alpha Strike Companion
Post by: Xotl on 10 March 2015, 12:55:10
p. 37, replace the IATM entry with the following:

Improved ATM (IATM#/#/#)
     Units with the IATM#/#/# special may conduct missile attacks using Improved ATM munitions. These alternate munitions are:
     Indirect Fire: This represents an IATM firing standard long-range missiles, which enables the unit to execute an attack as if it has an IF value equivalent to its IATM Long-range value (i.e., an IATM2/2/2 special can also act as an IF2 special).
     Magnetic Pulse: Using this alternate munition attack, the unit’s normal attack is reduced by 1 point at Short range. But if this attack hits a target in the Short range bracket, the target suffers a loss of 2 inches of Move, as well as a –1 to-hit modifier for all weapon attacks, throughout the following turn. (Multiple magnetic pulse hits will not stack these modifiers.)
     Improved Inferno: Using this alternate munition attack, the unit’s normal attack is reduced by 1 point at both Short and Medium range. But if this attack hits a target in those range brackets, the target also suffers the effects of a HT#/#/# special attack equal to the numerical value of the unit’s IATM#/#/# special at those ranges, to a maximum of 2 points at any range bracket (i.e., IATM3/1/- will translate to a HT2/1/- effect).

p. 125, replace the IATM entry with the following:
Improved Advanced Tactical Missiles (IATM#/#/#)
     This special ability tracks damage from a unit’s improved ATM and Fusillade launcher weapons, and indicates an ability to use alternate IATM munitions.
     Conversion: A unit receives this special if it carries any number of improved ATM launchers and Fusillade launchers that, when combined, are capable of delivering 1 or more points of damage at Medium range after heat-modification and before final damage value rounding. To find the final attack values for this ability, add up the damage for all of the unit’s improved ATM launchers and Fusillade launchers (indicated on the weapon conversion tables by any weapons with the “IATM” note), and round all sums normally.
     Record this ability as IATM#/#/# where # is the final damage value for each range bracket.


Finally, IATM will need a PV equal to its long-range damage, to allow for its IF ability.
Title: Re: Alpha Strike Companion
Post by: Scotty on 27 April 2015, 15:09:50
So an MML (without Artemis), would be split 1.0/.375/0 to SRM, and 0/3.75/.5 to LRM.  The 3.75 at medium range, by itself, isn't enough to qualify for LRM or SRM, so unless the unit had more MMLs (or SRMs and/or LRMs) to get those medium range values up to 1.0, the unit would not get LRM or SRM.
(I believe the above LRM/SRM split for MMLs needs errata as it appears to have been left out of the ASC version).

Reposting from http://bg.battletech.com/forums/index.php?topic=46097.0
Title: Re: Alpha Strike Companion
Post by: Xotl on 27 May 2015, 21:51:14
p.126, Light ECM

Under conversion, remove “as do any non-battle armor units that list the Electronic Warfare (EW) Equipment Item in their weapons and equipment inventory”.
Title: Re: Alpha Strike Companion
Post by: nckestrel on 29 May 2015, 09:13:44
p57, Tactical Genius
"this unit is treated as if it has the MHQ special ability", add a 4 to MHQ to make it MHQ4.
Title: Re: Alpha Strike Companion
Post by: Xotl on 10 June 2015, 14:04:11
p. 107, MRM 40 damage:

Change the Short range damage from 2.28/24 to 2.28/2.4
Title: Re: Alpha Strike Companion
Post by: Xotl on 12 June 2015, 12:53:41
LAM Movement PV
To be written up formally and added somewhere in the PV chapter

BIM/LAM: all move values calculated as normal.  So, for ground it pays for the highest of its ground movement rates (its WiGE move, for LAMs), plus the usual 0.5 extra move cost for jump capability.  For its aero move it pays 0.25 per point of aero Thrust, and another +1 point if it has 10 or more Thrust, all just as with a regular aero (though in practice there are no BIM/LAM units with a Thrust of 10+).  Both its ground and aero move costs are added together.

Comparing the two units: one BIM, and one LAM, both with 8"j.

BIM: Total Move Cost 2.5 pts.
LAM: Total Move Cost 4.5 pts.

and with 10"j.

BIM: Total Move Cost 3 pts.
LAM: Total Move Cost 5.5 pts.

NOTE: as IntOps (and thus the LAM rules) are still in beta, these calculations may change.
Title: Re: Alpha Strike Companion
Post by: nckestrel on 26 June 2015, 10:12:23
p21, Variable Damage
changes to match Alpha Strike rulebook errata:

The normal rules deliver all of the unit’s potential damage in a successful attack, but this is rarely the case in actuality, as most units carry many weapon systems that feature subtle variances in their effective range, accuracy, and damage output. To better simulate this effect, any time a unit executes a successful weapon attack, its controlling player must roll 1D6 for each damage point the unit would deliver at that range under standard Alpha Strike rules. For each die result of 3 or more, the attack delivers 1 point of damage (up to its maximum damage potential).

Quote
For example, an AWS-9M Awesome (attack values: 4/4/3) executes a successful attack against an enemy Bushwacker at its Medium range. This attack would deliver 4 points of damage—the Awesome’s normal Medium range attack value—under standard Alpha Strike rules, but the players are using Variable Damage instead, so the player rolls 4D6. The individual die results are 2, 4, 6, and 5. As three of those dice are 3 or higher, the Awesome delivers only 3 points of damage to its target.
When the Bushwacker returns fire, its standard Alpha Strike damage value of 3 at Medium range is likewise resolved by rolling 3D6. Unfortunately for its controlling player, the rolls are 1, 1, and 2. Despite all three rolls resulting in 2 or less, the Bushwacker delivers 1 point of (minimal) damage to its opponent.

Minimal Damage: A successful attack always delivers a minimum of 1 point of damage, even if all of the Variable Damage roll results yield a 2 or less.
0* Damage: When using the Variable Damage rule, units that deal 0* damage forego their usual damage roll. Instead, its controlling player must make a 1D6 roll. If the result is 5 or higher, the attack delivers a single point of standard damage. Otherwise, the attack still hits, but delivers no damage.
If a 0* variable damage attack is successfully delivered against a unit that is underwater or operating in vacuum, and is susceptible to hull breaches, the attack will prompt a hull breach check even if it delivers no damage at all.
Physical Attacks: Variable Damage does not apply to physical attacks.
Title: Re: Alpha Strike Companion
Post by: nckestrel on 02 July 2015, 10:49:38
p121, C3 Slave Computer (C3S)
"at least one standard C3 Slave computer"
change to
"at least one standard C3 Slave or C3 Emergency Master computer"
Title: Re: Alpha Strike Companion
Post by: nckestrel on 17 July 2015, 14:30:53
p56, Sniper
add after last sentence in paragraph
"Sniper does not affect indirect fire (IF) or artillery (ART) attacks."
Title: Re: Alpha Strike Companion
Post by: nckestrel on 17 July 2015, 14:45:01
p118-119
Add # to INARC, CNARC, SNARC codes

p125, Improved Narc Missile Beacon 9INARC)
add # to INARC

add to the end of the Conversion paragraph
"If more than one launcher is carried, note the number of launchers with the special ability."

p128, Narc Missile Beacon (CNARC,SNARC)
add # to CNARC and SNARC

add to the end of the Conversion paragraph
"If more than one launcher is carried, note the number of launchers with the special ability."

Title: Re: Alpha Strike Companion
Post by: nckestrel 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."
Title: Re: Alpha Strike Companion
Post by: Xotl 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.
Title: Re: Alpha Strike Companion
Post by: nckestrel 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).
Title: Re: Alpha Strike Companion
Post by: nckestrel 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,"
Title: Re: Alpha Strike Companion
Post by: nckestrel 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.

Title: Re: Alpha Strike Companion
Post by: nckestrel 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."
Title: Re: Alpha Strike Companion
Post by: Xotl 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.
Title: Re: Alpha Strike Companion
Post by: Xotl 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.
Title: Re: Alpha Strike Companion
Post by: nckestrel on 26 August 2015, 15:51:06
p104,
Remove 1 from extreme range for Hyper-Velocity AC/10.
Title: Re: Alpha Strike Companion
Post by: jairb 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.
Title: Re: Alpha Strike Companion
Post by: nckestrel 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."
Title: Re: Alpha Strike Companion
Post by: Tai Dai Cultist 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".
Title: Re: Alpha Strike Companion
Post by: Tai Dai Cultist on 15 January 2016, 14:28:25
See the Dev level errata (http://bg.battletech.com/forums/index.php?topic=33062.msg1170118#msg1170118) 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.
Title: Re: Alpha Strike Companion
Post by: nckestrel 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, --, --
Title: Re: Alpha Strike Companion
Post by: nckestrel 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."
Title: Re: Alpha Strike Companion
Post by: Xotl 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.
Title: Re: Alpha Strike Companion
Post by: nckestrel 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)”
Title: Re: Alpha Strike Companion
Post by: nckestrel 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."
Title: Re: Alpha Strike Companion
Post by: nckestrel 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.”
Title: Re: Alpha Strike Companion
Post by: nckestrel 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."
Title: Re: Alpha Strike Companion
Post by: Descronan 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.
Title: Re: Alpha Strike Companion
Post by: Xotl 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!
Title: Re: Alpha Strike Companion - 9 June 2016 (v1.1)
Post by: Xotl 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
Title: Re: Alpha Strike Companion - 9 June 2016 (v1.1)
Post by: Revanche 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.
Title: Re: Alpha Strike Companion - 9 June 2016 (v1.1)
Post by: nckestrel on 31 October 2016, 22:04:18
p116, Calculating Overheat Value
change "fighters" to "aerospace fighters".
Title: Re: Alpha Strike Companion
Post by: CptRodent 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..."
Title: Re: Alpha Strike Companion - 9 June 2016 (v1.1)
Post by: nckestrel on 22 December 2016, 15:42:34
p153, Command Lance
Change Ideal Role to just Ideal Role: None.
Title: Re: Alpha Strike Companion - 9 June 2016 (v1.1)
Post by: mitchberthelson on 21 March 2017, 18:00:02
Dropbox links are showing "404"
Title: Re: Alpha Strike Companion - 9 June 2016 (v1.1)
Post by: nckestrel on 02 May 2017, 07:54:52
p113, Battle Armor LB-X, add Flak to Notes.
Title: Re: Alpha Strike Companion - 9 June 2016 (v1.1)
Post by: nckestrel 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.
Title: Re: Alpha Strike Companion - 6 June 2017 (v1.1)
Post by: Xotl on 05 June 2017, 04:12:12
v1.1 has been sort of sitting in limbo as the PV revision is worked on, available here but never formally posted to the errata website.  While the PV revision is done, it still needs review from the higher ups.  I don't want to hold back the ASC errata for that any longer, so here's the official release of v1.1.  There's been a few things added over the course of the year (and Antagonizer has changed a bit), so re-read it.  The only PV stuff here is stuff that has already been taken into account on the MUL.

When the full formal PV revision is finished undergoing review, I'll create a version 1.2 with it and up that.
Title: Re: Alpha Strike Companion - 6 June 2017 (v1.1)
Post by: sadlerbw on 07 June 2017, 11:04:13
Since it isn't 100% official yet, could I make a small request for teh 1.1 errata? On p.6, the "Range To-Hit Modifiers with Range Master and Sniper SPA's" table: Could you add a line with only Extreme Range Master? It would be +2 +2 +4 +4. It is the only permutation that is not in the table. Not a big deal if you don't, just thought I would ask.

Thanks.
Title: Re: Alpha Strike Companion - 6 June 2017 (v1.1)
Post by: nckestrel on 16 March 2018, 09:04:54
p128, Point Defense (PNT#)
"and Arrow IV homing artillery missiles"
change to
"and Arrow IV artillery"
Title: Re: Alpha Strike Companion - 6 June 2018 (v1.2)
Post by: Xotl on 06 June 2018, 02:22:35
The glorious 6 of June and with it the new errata.  Mostly this just officially releases the new PV revision upon the world (thank you all again for helping with that: it would have sucked without you).

Also note that the Converting Heat document has been heavily reworked to hopefully make it clear (v1.1).
Title: Re: Alpha Strike Companion - 6 June 2018 (v1.2)
Post by: Rich_PL on 20 July 2018, 16:33:49
I've searched around for this and see no other mention to this exact issue.
The errata DOES cover a similar issue but lists a different page detail (as per the errata of p186)

In the Alpha Strike Companion
p60
"Positive Design Quirks" table has the following text which seems to be wrong:

Improved Targetting (Short) | +3 | Unit receives bonus to-hit at Short range
Improved Targetting (Medium) | +4 | Unit receives bonus to-hit at Short range
Improved Targetting (Long) | +5 | Unit receives bonus to-hit at Short range

They all confer the 'same' bonus when they should obviously refer to their respective range on which to apply the bonus.

Improved Targetting (Short) | +3 | Unit receives bonus to-hit at Short range
Improved Targetting (Medium) | +4 | Unit receives bonus to-hit at Medium range
Improved Targetting (Long) | +5 | Unit receives bonus to-hit at Long range
Title: Re: Alpha Strike Companion - 6 June 2018 (v1.2)
Post by: DarkJaguar on 11 December 2018, 20:28:30
The diamond marked entries in the companion should be deleted, as the interim period described on page 10 under the heading "Standard Rules Modifications" has elapsed, and all of the resulting changes have long since been implemented in both the second printing and the errata documentation.

Affected entries are

Removal of these entries would help allay confusion, especially in the case of the wording of the entry not matching exactly the wording implemented in the second printing (see: Variable Movement Modifiers).
Title: Re: Alpha Strike Companion - 6 June 2018 (v1.2)
Post by: Thunder on 25 August 2019, 06:20:24
Pg 96  Conventional Infantry Conversion.  Paragraph 3.

"If the unit is mechanized—meaning that it is not a beast-mounted
infantry unit, and it features one of the following vehicle
movement codes of h, n, s, t, w, or v—it must multiply its damage
divisor by 2."

Change to:

If the unit is mechanized—meaning that it is not a beast-mounted
infantry unit, and it features one of the following vehicle
movement codes of h, n, s, t, w, or v—it must divide its damage
divisor by 2.

Also,  this section could be written more easily as:
(Number of troops) x (Damage divisor) / 15.  Rounded normally.
Title: Re: Alpha Strike Companion - 6 June 2018 (v1.2)
Post by: mordel on 28 August 2019, 21:55:08
pg.107 and pg.110 in the Notes section regarding Torpedoes

"...but are not available in any of the other missile forms (including MMLs, MRMs, Streak, Enhanced LRMs, or Extended LRMs)."

Change To

"...but are not available in any of the other missile forms (including MMLs, MRMs, Streak, or Extended LRMs)."

Or tweak the entire paragraph to make a little more sense. LRTs are, in fact, allowed for Enhanced LRMs as TacOps pg.327 states this in the game rules: "The maritime equivalent of the Enhanced LRM (NLRM) is the Enhanced LRT (NLRT)."
Title: Re: Alpha Strike Companion - 6 June 2018 (v1.2)
Post by: nckestrel on 29 August 2019, 06:54:57
p132, Torpedo
delete
"Torpedo launchers always use the left-most damage values from the equivalent missile launcher’s attack numbers in the Alpha Strike Weapon Conversion tables."
Title: Re: Alpha Strike Companion - 29 August 2019 (v1.3)
Post by: Xotl on 29 August 2019, 10:21:58
Errata updated with all issues reported to date, some PV formula clarifications, and updates necessitated by AS Commander's Edition.  Note that the Converting Heat document has been updated as well.
Title: Re: Alpha Strike Companion - 29 August 2019 (v1.3)
Post by: mordel on 29 August 2019, 16:31:18
The ER Flamer and Heavy Flamer are missing from the Clan Standard Weapons table (pg.109). Per TacOps (pg.312), both of these existed for Clans as well as Inner Sphere.

Correction: Add entries for these two weapons. They should have the same stats as the Inner Sphere counterparts since there TW game stats are the same.
Title: Re: Alpha Strike Companion - 29 August 2019 (v1.3)
Post by: Thunder on 31 August 2019, 05:55:12
Pg 105.  All Flamers should have Point Defense per pg 416 Tactical Operations.


Aerospace fighters have the Special Ability FUEL.  There are no conversion rules for this special ability in the book.


pg 140.  Defensive Special Ability factor table (Ground units)
 PNT#

Ground units don't use a PNT# special ability per the PNT conversion rules on pg 128
Title: Re: Alpha Strike Companion - 31 August 2019 (v1.3)
Post by: Xotl on 31 August 2019, 16:19:49
Updated with the Clan Flamer and PNT ground unit issues.  Not sure about FUEL conversion or adding PNT to Flamers yet.
Title: Re: Alpha Strike Companion - 31 August 2019 (v1.3)
Post by: nckestrel on 31 August 2019, 16:46:31
p. 118: After Flight Deck, add:
Fuel       FUEL#   see p. 124

p. 124:   Add the following after the Flight Deck entry
Fuel (FUEL#)

Only recorded on aerospace fighters to track fuel endurance (see p. 75), this special ability records the operational fuel stores for such units in space combat. (Airborne support vehicles, conventional fighters, small craft, DropShips, and other large spacecraft do not track fuel in Alpha Strike play.)

Conversion: Only aerospace fighter units need to record this special. Its numerical value is equal to the number of fuel points listed on the unit’s Technical Readout entry, divided by 20, and rounded normally.


Xotl: added to interim errata
Title: Re: Alpha Strike Companion - 31 August 2019 (v1.3)
Post by: nckestrel on 01 September 2019, 10:15:17
p110, ALPHA STRIKE WEAPON CONVERSION TABLE CLAN STANDARD WEAPONS (CONTINUED)

SRM 4
change damage values at Short and Medium from 0.6/0.8/0.84 to 0.6/0.6/0.63.


Xotl: added to interim errata
Title: Re: Alpha Strike Companion - 18 September 2019 (v1.3)
Post by: nckestrel on 18 October 2019, 13:39:34
p122 CASE (CASE)
"Any non-infantry unit built with a Clan technology base that carries ammunition or Gauss rifles will receive the CASE special ability."
change to
"Any non-infantry unit built with a Clan technology base that carries explosive components (see Energy (ENE) p.123 for list) will receive the CASE special ability."

p123 Energy (ENE)
add BattleMech tasers to list of explosive components
add
"Plasma Weapons, even if using ammunition, do not count as explosive components."

p124 Flak (FLK#/#/#/#)
"To find the final damage values for this ability, add up the damage for all of the unit’s Flak-capable weapons, and round all sums normally"
change to
"To find the final damage values for this ability, add up the damage for all of the unit’s Flak-capable weapons, calculated as a separate attack including heat adjustment, and round all sums normally"

p129 Rear Weapons (REAR#/#/#/#)
"The damage values for this special ability are found by adding up all Alpha Strike values for the unit’s rear-firing weapons only at each range bracket, and rounding normally,"
change to
"The damage values for this special ability are found by adding up all Alpha Strike values for the unit’s rear-firing weapons only at each range bracket, calculated as a separate attack including heat adjustment, and rounding normally,"


Title: Re: Alpha Strike Companion - 18 September 2019 (v1.3)
Post by: mordel on 24 November 2019, 19:02:04
Issue: The ’Mech Taser is not listed in the Alpha Strike Weapon Conversion Table: Inner Sphere Standard Weapons

Correction: Add the following row to the table:

'Mech Taser     6     0.1  —  —  N  Taser
Title: Re: Alpha Strike Companion - 18 September 2019 (v1.3)
Post by: nckestrel on 06 June 2020, 13:40:30
p127, Mobile Headquarters Equipment Table
add
Command Console, 1
Title: Re: Alpha Strike Companion - 18 September 2019 (v1.3)
Post by: nckestrel on 29 July 2020, 14:45:33
p124 Flak (FLK #/#/#/#)
add at end of first paragraph "If the unit's Flak attack value at any range, after heat-modification and before final damage rounding, is greater than 0, but less than 0.5, the unit receives a 0* attack value at that range, indicating that the Flak attack is subject to the Minimal Damage rule, see p. 18)."
Title: Re: Alpha Strike Companion - 18 September 2019 (v1.3)
Post by: nckestrel on 21 August 2020, 18:53:57
p128, OMNI
delete fighters from the list of unit types that can get OMNI.  Should say "Only 'mechs and vehicles".
(OMNI means, in Alpha Strike, that it can carry battle armor externally....)

p117, AMS
"Note that non-fighter, space-capable aerospace units (Small Craft, DropShips, JumpShips, satellite support vehicles, space stations, and WarShips)"
change to
"Note that aerospace units (fighters, Small Craft, DropShips, JumpShips, satellite support vehicles, space stations, and WarShips)"
Title: Re: Alpha Strike Companion - 3 December 2020 (v1.4)
Post by: Xotl on 03 December 2020, 15:08:56
Version 1.4 of the errata has been released.
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: Revanche on 25 June 2021, 11:06:41
* VERSION: first printing
* LOCATION: page 170, "Step 2: Determining Support Skill Ratings", 2nd para, 2nd sentence
* THE ERROR: "This is accomplished by diving the sum of all Skill Ratings for the force's combat units, and then dividing that..."
* THE CORRECTION: Unclear what word was intended here, but using the word "adding" would provide the intended result.
Only opening this, because the Expanded Repair and Salvage Rules did not appear to make it into Commander's Edition.
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: nckestrel on 23 August 2021, 11:06:32
p101, Targeting Computers
change "Targeting Computers" to "Targeting Computers and AES"
Add after last paragraph
"If a unit possesses an Actuator Enhancement System (AES) in an arm or arms, all weapons in the arm with an AES multiply the damage value for those weapons by 1.05."

p125, Indirect Fire
"This ability receives a numerical rating equal to the Long range attack value for all these weapons combined, rounded normally" to "This ability receives a numerical rating equal to the left-most (non-Artemis) Long range attack value for all these weapons combined, rounded normally."
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: nckestrel on 16 September 2021, 11:23:53
p120, Basic Fire Control
"Conversion: To receive this special ability, the unit must be an IndustrialMech or Support Vehicle specifically equipped with Basic Fire Control. (This will appear in the unit’s notes, or its weapons and equipment inventory.)"
change to:
"Conversion: To receive this special ability, the unit must be a Support Vehicle specifically equipped with Basic Fire Control or an IndustrialMech not equipped with Advanced Fire Control. (Basic Fire Control is the default for IndustrialMechs.)
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: GreekFire on 16 November 2021, 21:44:44
p126, Light Active Probe
"Conversion: Any unit type that features a Light Active Probe in its weapons and equipment inventory receives this special."
change to:
"Conversion: Any unit type that features a Light Active Probe in its weapons and equipment inventory, or any non-Battle Armor unit with Electronic Warfare in its weapons and equipment inventory , receives this special."
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: mordel on 19 January 2022, 08:36:06
p. 130, Reengineered Lasers (REL)

Under "Conversion", first sentence

To receive this special ability, a unit must be able to deliver a combined damage value of 1 point or more at Medium range with just its re-engineered laser weapons.
Change to:
To receive this special ability, a unit must be able to deliver a combined damage value of 1 point or more at Medium range with just its re-engineered laser weapons, after heat-modification and before final damage value rounding.
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: mordel on 25 January 2022, 14:52:54
This is an errata to the errata, and is really just for the purpose of removing any potential ambiguity.

ASC – Converting Heat Errata v1.2, p. 2, Minimal Damage

(before rounding)
Change to:
(after heat-modification and before final damage value rounding)
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: mordel on 27 January 2022, 08:57:15
This is mostly for clarity again as it isn't explicitly called out, but implied when you understand how OVL works.

p. 128, Overheat Long (OVL)

Under "Conversion", first sentence

A unit receives this ability if the total heat...
Change to:
A unit receives this ability if the unit has an Overheat Value and the total heat...
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: GreekFire on 16 February 2022, 16:22:08
p.132, TAG

Add C3 Boosted Master to the list of pieces of equipment to confer the TAG special.
Title: Re: Alpha Strike Companion - 11 December 2020 (v1.4)
Post by: nckestrel on 08 April 2022, 11:29:23
p127, Mobile Army Surgical Hospital (MASH#)
conversion, add additional paragraph
If the unit has a core MASH unit, and carries paramedic equipment, each ton of paramedic equipment adds 1 to the MASH#. Without a core MASH unit, the unit only receives MASH1 if the unit carries at least 3 tons of paramedic equipment, and an additional MASH# for each full 3 tons of additional paramedic equipment.
Title: Re: Alpha Strike Companion - 2 June 2022 (v1.5 PRE)
Post by: Xotl on 02 June 2022, 16:59:27
Pre-release errata for 6 June is up at the first post.  Thank you all for your reports.
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: mordel on 12 August 2022, 11:42:16
Errata to the v1.5 errata... on pg.18

The mention of ART, which also counts as damage, was left out. Based on discussions last year, this should have been included. I also find the wording is still somewhat confusing trying to combine OR/AND conditions, so I added a) and b) to help differentiate the "groupings".

Currently reads:
*Apply only if the unit meets any of the following criteria: is infantry, has a Damage Value in all range brackets of 0, does not have TSEMP (TSEMP-O does not count).

Change to:
*Apply only if the unit meets any of the following criteria: a) is infantry; b) has a Damage Value in all range brackets of 0, does not have TSEMP (TSEMP-O does not count), and does not have ART (any kind).
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: mordel on 26 September 2022, 20:01:06
p110, Weapon Conversion Table

Change the heat for the Streak LRM 5 from 3 to 2
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 11 October 2022, 14:42:06
p112, Additional Inner Sphere Battle Armor Weapons
Man-Portable Plasma Rifle, add Heat to the Notes column.

p124, Heat-Generating Weaponry Table
Add row for Man-Portable Plasma Rifle as 2/2/-.

,Heat
Add paragraph
When converting battle armor that have weapons that deliver Heat, the Heat values of the weapons carried must be multiplied by the Infantry Troop Factor Table (see p.102) for their squad size.  A squad of four battle armor carrying flamers would have a Heat Value of 2/-/- for the flamer, multiplied by the Infantry Troop Factor of 3. A 6/-/- is enough to qualify for HT1/-/-.


Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: GreekFire on 05 November 2022, 16:12:26
Official Errata

p.123, under Conversion, add the following sentence:
Rocket Launchers do not disqualify a unit from receiving the ENE special ability.
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 09 November 2022, 09:28:56
p123, HT
after last paragraph (HT ability for conventional infantry) add
"A conventional infantry unit with a short range damage value of 0* does not receive the HT special ability."
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 10 November 2022, 15:37:45
p140, Unit Types and Features
add
JMPS#    +1/2JMPS#
SUBS#     +1/2SUBS#
Has Thrust     +2

p141, Agile
"Take the unit's Target Movement Modifier (not including the Jumped modifier, if applicable)."
change to
"Take the unit's Target Movement Modifier (not including the Jumped modifier, if applicable) and add half the unit's JMPS# or SUBS#."

"then multiple the unit's TMM - 1"
change to
"then mulitply the unit's modified TMM - 1"

"then mulitply the unit's TMM - 2"
change to
"then multiply the unit's modified TMM - 2"

p142, Aerospace Units, Step 2: Determine Unit's Defensive Value
Add before Armor Factor
"Step 2a: Calculating Defensive Interaction Rating (DIR)
A unit’s Defensive Interaction Rating (DIR) is based on three factors: the unit’s Armor Factor and Structure Factor, and its Defense Factor. These are explained more fully below."
After Structure Factor add
"Defense Factor: Using the Defense Factor Modifiers Table, add together the aerospace unit's Type and Feature Modifiers. If this sum is less than 1, treat it as a sum of 0.
Otherwise, divide the sum by 10. Add 1 to the result in either case to find the unit’s Defense Factor.
For example, an aerospace fighter has a +2 airborne aerospace modifier and it would receive a Defense FActor of 1.2 (+2 for aerosapce unit / 10 = 0.2; 0.2 + 1 = 1.2).
A DropShip has a +2 airborne aerospace modifier and -2 for airborne dropship unit. It would receive a Defense Factor of 1.0.
Calculate the DIR: To find the aerospace unit’s final Defensive Interaction Rating, add together its Armor and Structure Factors, and multiply the result by the unit’s Defense Factor. Round this result up to the nearest half point (0.5), to find the unit’s DIR."
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 12 November 2022, 12:22:16
p112, Inner Sphere Battle Armor Weapons

Rocket Launcher 3 Short to .019.
Rocket Launcher 4 and 5 Short to 0.29.
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 12 November 2022, 16:24:55
p141, DIR
"If the total is 3 or higher"
change to
"If the total is greater than 2"

p141, Agile
"If this value is 2 or higher"
change to
"If this value is greater than 1"
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 16 November 2022, 13:33:49
p140, Ground Unit Force Bonuses Table
Replace MHQ#’s Force Bonus “Ability Rating x1” with
“Ability Rating x1 (for MHQ1-4) or
4+((Ability Rating-5) /5) (round up, for MHQ 5+)”

(This does not affect the PV of any unit with MHQ5 or less.  It will reduce the cost of units with MHQ6 or greater).
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 16 November 2022, 17:09:58
p92, Alpha Strike Size Class Table
Add *s next to the following rows on the Support Vehicles section
Fixed-Wing 100.5-200
Hover 50.5-100
Rail 300.5-600
Satellite 100.5-300
Tracked 100.5-200
VTOL 30.5-60
Wheeled 80.5-160
WiGE 80.5-240
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 22 November 2022, 14:01:29
p112, Inner Sphere BA weapons
Heavy Mortar, add medium range damage, 0.3
Title: Re: Alpha Strike Companion - 6 June 2022 (v1.5)
Post by: nckestrel on 28 November 2022, 10:54:12
p120, BAR (Barrier ARmor Rating)
add at end of conversion
"A unit with 0 Armor does not receive the BAR special."
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: Xotl on 06 December 2022, 13:39:21
New version is up at the main website with the above errata added.
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: nckestrel on 09 January 2023, 23:31:00
p131, Searchlight
remove "and Combat Vehicles"
Add after first sentence, "All Combat Vehicles get this ability."
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: nckestrel on 11 January 2023, 09:56:40
p128, Paratroopers
change PARA to PAR
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: mordel on 28 January 2023, 10:47:25
p138, Attack Damage Value
Add a sentence about TOR values being added to the attack damage value. For example, "Torpedo (TOR) damage values should be counted for this calculation."

This is more for clarity, as it currently reads to add the "standard" weapon attack values. Which doesn't indicate in any way that TOR should likewise be included.
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: nckestrel on 29 January 2023, 10:21:07
p141 Step 3: Determine Unit's Final Point Value
This is an change to previous errata adding the Brawler modifier. 
"If the unit is armed, has at least 2 inches of Move, and is not equipped with any of the following special abilities: ART-# (any type), BT, C3 (any type), ECM (any type other than LECM) or NOVA, then the cost is as follows"
change to
"If the unit is armed, has at least 2 inches of Move, and is not equipped with any of the following special abilities: ART-# (any type), BT, CAR (8 or less), C3 (any type), ECM (any type other than LECM), MEC, NOVA or XMEC, then the cost is as follows"

IE. Infantry (battle armor or conventional) that are transportable (have MEC, XMEC or CAR8 or less) cannot receive the brawler discount. 
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: nckestrel on 29 January 2023, 22:57:11
p140, Ground Unit Force Bonuses Table
Replace MHQ#’s Force Bonus “Ability Rating x1” with
“Ability Rating x1 (for MHQ1-4) or
4+((Ability Rating-4) /5) (round up, for MHQ 5+)”

(formula was updated)
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: mordel on 05 February 2023, 13:33:16
p141, DIR
"If the total is either 1 or 2"
change to
"If the total is greater than 0 and less than or equal to 2"
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: mordel on 13 February 2023, 14:29:16
p.143, Offensive Special Ability Factor Table (Aerospace Units)

Insert a new row for BOMB#. Its Factor Value is "Ability Rating × 1"
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: mordel on 01 March 2023, 08:23:11
Some slight wording tweaks (wouldn't really call it errata) to help clarify how various armor specials are converted:

p.96, Anti-Penetrative Ablation Armor
Replace the last sentence with: "The unit also receives the Anti-Penetrative Armor (ABA) special ability, as long as all of its armor (excluding Modular Armor) is of this type."

p.96, Ballistic-Reinforced Armor
Replace the last sentence with: "The unit also receives the Ballistic-Reinforced Armor (BRA) special ability, as long as all of its armor (excluding Modular Armor) is of this type."

p.96, BAR 1-9 Armor
Replace the last sentence with: "Units with a BAR of less than 10 automatically receive the BAR special in Alpha Strike play if all of their armor (excluding Modular Armor) has a BAR value below 10 (includes Commercial Armor)."

p.96, Commercial Armor
Replace the last sentence with: "In addition, like other units with BAR values below 10, this unit receives the BAR special if all of its armor (excluding Modular Armor) is Commercial (or otherwise has a BAR value less than 10)."

p.96, Ferro-Lamellor Armor
Replace the last sentence with: "The unit also receives the Critical-Resistant (CR) special ability, as long as all of its armor (excluding Modular Armor) is of this type or Hardened."

p.96, Hardened Armor
Replace the last sentence with: "The unit also receives the Critical-Resistant (CR) special ability, as long as all of its armor (excluding Modular Armor) is of this type or Ferro-Lamellor."

p.96, Heat-Dissipating Armor
Replace the last sentence with: "The unit also receives the Fire Resistant (FR)  special ability, as long as all of its armor (excluding Modular Armor) is of this type."

p.96, Impact-Resistant Armor
Replace the last sentence with: "The unit also receives the Impact-Resistant Armor (IRA)  special ability, as long as all of its armor (excluding Modular Armor) is of this type."

p.97, Reflective Armor (also replaces existing v1.1 errata)
Replace the paragraph with the following: "The unit receives the Reactive Armor (RCA) special ability, as long as all of its armor (excluding Modular Armor) is of this type."

p.97, Reactive Armor (also replaces existing v1.1 errata)
Replace the paragraph with the following: "The unit receives the Reflective Armor (RFA) special ability, as long as all of its armor (excluding Modular Armor) is of this type."

p.120, Barrier Armor Rating (BAR)
Under Conversion, replace the first sentence with: "A unit receives this ability if it specifically indicates that it is equipped with either Commercial Armor, or an armor with a BAR value of 1 through 9, in all locations."

p.130, Reflective Armor (RFA)
Under Conversion, replace the first sentence with: "This special ability is applied to any unit equipped with reflective armor (also known as laser-reflective or glazed armor) in all body locations."
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: Xotl on 07 March 2023, 15:27:41
p. 105, Alpha Strike Weapon Conversion Table, VSP Laser entries:

Change the heat values from 3,6,14 to 3,7,10 (to match their published TO values).

MRM-10 entry:

Change the heat value from 5 to 4 (to match the published value).
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: mordel on 18 March 2023, 13:16:44
p. 106, Alpha Strike Weapon Conversion Table, Prototype ER Large Laser entry:

Change the heat value from 18 to 15
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: nckestrel on 30 April 2023, 10:33:49
p127, Mine Dispenser (MDS#)
add at end of conversion paragraph
"For Battle Armor, the numerical value is equal to the number of mine dispensers per suit, not for the whole squad."
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: pokefan548 on 30 April 2023, 13:08:44
P. 89 Remote Sensor Dispenser (RSD#)

Problem: Remote Sensors are stated to be capable of revealing hidden units, but the capabilities and limitations of this ability are left ambiguous.

Solution: Replace
Quote
Remote Sensors can also reveal units (see Hidden Units, p. 168), unless they are...
with
Quote
Remote Sensors can also reveal units within 6" (see Hidden Units, p. 168), unless they are...
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: mordel on 09 May 2023, 11:43:05
Mobile Headquarters Equipment Table (p. 127)
Add the following new row:

C3 Emergency Master         2
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: nckestrel on 21 July 2023, 12:33:42
p142, Aerospace PV, Step 2 Determine Unit's Defensive Value, Movement Factor.

"A unit's Movement Factor equals 0.25 points for every point of Thrust (Move) the aerospace unit has."
change to
"A unit's Movement Factor equals four plus 0.25 points for every point of Thrust (Move) the aerospace unit has."

"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 to 9, add 0.5 points to this result, and if it possesses a Thrust of 10+ add 1 point to this result."
Title: Re: Alpha Strike Companion - 6 December 2022 (v1.6)
Post by: nckestrel on 10 September 2023, 08:47:13
p102-103, Conventional Infantry
add to end of infantry weapon conversions
"Field Gun Infantry: If the infantry unit is equipped with field guns, use the field guns only and calculate damage as for a non-infantry unit. Do not use the troop factor multiplier or the non-field gun weapons, and just total the damage values and special abilities of the field guns."