Author Topic: Alpha Strike Companion - 6 December 2022 (v1.6)  (Read 74096 times)

Xotl

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Alpha Strike Companion - 6 December 2022 (v1.6)
« 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 when reporting issues.  Thanks.
« Last Edit: 06 December 2022, 13:35:29 by Xotl »
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NeonKnight

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Re: Alpha Strike Companion
« Reply #1 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]).
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Schottenjaeger

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Re: Alpha Strike Companion
« Reply #2 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.
« Last Edit: 01 July 2014, 01:47:09 by Schottenjaeger »
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nckestrel

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Re: Alpha Strike Companion
« Reply #3 on: 01 July 2014, 07:42:42 »
p. 14, "Skid Modifiers Table"
Under Modifier, remove the "0.68" in the first row.
Alpha Strike Introduction resources
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Re: Alpha Strike Companion
« Reply #4 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.
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nckestrel

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Re: Alpha Strike Companion
« Reply #5 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."
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Xotl

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Re: Alpha Strike Companion
« Reply #6 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.
« Last Edit: 31 August 2015, 13:29:18 by Xotl »
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nckestrel

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Re: Alpha Strike Companion
« Reply #7 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).
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Pa Weasley

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Re: Alpha Strike Companion
« Reply #8 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.

nckestrel

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Re: Alpha Strike Companion
« Reply #9 on: 11 August 2014, 16:49:42 »
p112
Light Mortars and Heavy Mortars, remove indirect fire note
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cavingjan

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Re: Alpha Strike Companion
« Reply #10 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.


nckestrel

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Re: Alpha Strike Companion
« Reply #11 on: 03 September 2014, 08:50:56 »
p116, Special Unit Ability Damage Values
remove "and are not subject to heat modification."
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Xotl

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Re: Alpha Strike Companion
« Reply #12 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.
« Last Edit: 18 October 2014, 17:49:35 by Xotl »
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Re: Alpha Strike Companion
« Reply #13 on: 19 October 2014, 14:14:02 »
PDF bookmark links:
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NeonKnight

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Re: Alpha Strike Companion
« Reply #14 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"

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Xotl

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Re: Alpha Strike Companion
« Reply #15 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).
« Last Edit: 21 August 2015, 12:37:19 by Xotl »
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nckestrel

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Re: Alpha Strike Companion
« Reply #16 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".
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Re: Alpha Strike Companion
« Reply #17 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."
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Re: Alpha Strike Companion
« Reply #18 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#.
« Last Edit: 23 December 2014, 13:47:19 by dirty harry »

Xotl

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Re: Alpha Strike Companion
« Reply #19 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"
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Xotl

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Re: Alpha Strike Companion
« Reply #20 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.
« Last Edit: 14 June 2015, 22:09:04 by Xotl »
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Scotty

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Re: Alpha Strike Companion
« Reply #21 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
« Last Edit: 09 April 2016, 11:55:03 by Xotl »
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Xotl

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Re: Alpha Strike Companion
« Reply #22 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”.
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Re: Alpha Strike Companion
« Reply #23 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.
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Xotl

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Re: Alpha Strike Companion
« Reply #24 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
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Xotl

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Re: Alpha Strike Companion
« Reply #25 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.
« Last Edit: 21 August 2015, 15:10:31 by Xotl »
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nckestrel

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Re: Alpha Strike Companion
« Reply #26 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.
« Last Edit: 26 June 2015, 10:15:04 by nckestrel »
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nckestrel

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Re: Alpha Strike Companion
« Reply #27 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"
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nckestrel

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Re: Alpha Strike Companion
« Reply #28 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."
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nckestrel

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Re: Alpha Strike Companion
« Reply #29 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."

Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets