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Author Topic: Alpha Strike Companion - 6 June 2018 (v1.2)  (Read 16965 times)

Xotl

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Alpha Strike Companion - 6 June 2018 (v1.2)
« on: 28 June 2014, 04:18:42 »
This thread is for all issues and problems with the Alpha Strike Companion.
 
Product Link: http://bg.battletech.com/?wpsc-product=alpha-strike-companion

Current errata version is 1.2, and can be found here:
https://www.dropbox.com/s/ohdbhkaz5jirt4o/Alpha%20Strike%20Companion%20v1.2%20PRE.pdf?dl=0

In addition, the Converting Heat chapter has been redone and can be found here:
https://www.dropbox.com/s/o8mm6ahhrco0dv5/Alpha%20Strike%20Companion%20-%20Converting%20Heat%20Errata%20v1.1.pdf?dl=0

Please remember to follow the errata report template when reporting issues.  Thanks.
« Last Edit: 06 June 2018, 03:16:50 by Xotl »
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NeonKnight

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Re: Alpha Strike Companion
« Reply #1 on: 28 June 2014, 12:48:53 »

* 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, 19:00:11 »
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, 02:47:09 by Schottenjaeger »
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nckestrel

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Re: Alpha Strike Companion
« Reply #3 on: 01 July 2014, 08:42:42 »
p. 14, "Skid Modifiers Table"
Under Modifier, remove the "0.68" in the first row.
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Re: Alpha Strike Companion
« Reply #4 on: 02 July 2014, 14:22:16 »
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, 11:29:31 »
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, 08:38:26 »
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, 14:29:18 by Xotl »
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nckestrel

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Re: Alpha Strike Companion
« Reply #7 on: 04 August 2014, 16:00:56 »
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, 22:36:50 »
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, 17:49:42 »
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, 22:21:18 »
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, 09:50:56 »
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, 18:47:10 »
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, 18:49:35 by Xotl »
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Re: Alpha Strike Companion
« Reply #13 on: 19 October 2014, 15:14:02 »
PDF bookmark links:
Groundd Formation Units
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NeonKnight

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Re: Alpha Strike Companion
« Reply #14 on: 19 October 2014, 19:41:17 »
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, 17:24:35 »
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, 13:37:19 by Xotl »
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nckestrel

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Re: Alpha Strike Companion
« Reply #16 on: 11 November 2014, 09:57:12 »
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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nckestrel

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Re: Alpha Strike Companion
« Reply #17 on: 04 December 2014, 11:34:32 »
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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dirty harry

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Re: Alpha Strike Companion
« Reply #18 on: 17 December 2014, 19:08:23 »
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, 14:47:19 by dirty harry »

Xotl

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Re: Alpha Strike Companion
« Reply #19 on: 03 February 2015, 14:16:02 »
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, 13:55:10 »
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, 23:09:04 by Xotl »
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Scotty

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Re: Alpha Strike Companion
« Reply #21 on: 27 April 2015, 16:09:50 »
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, 12:55:03 by Xotl »
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Xotl

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Re: Alpha Strike Companion
« Reply #22 on: 27 May 2015, 22:51:14 »
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, 10:13:44 »
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, 15:04:11 »
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, 13:53:41 »
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, 16:10:31 by Xotl »
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nckestrel

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Re: Alpha Strike Companion
« Reply #26 on: 26 June 2015, 11:12:23 »
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, 11:15:04 by nckestrel »
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nckestrel

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Re: Alpha Strike Companion
« Reply #27 on: 02 July 2015, 11:49:38 »
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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Re: Alpha Strike Companion
« Reply #28 on: 17 July 2015, 15:30:53 »
p56, Sniper
add after last sentence in paragraph
"Sniper does not affect indirect fire (IF) or artillery (ART) attacks."
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Re: Alpha Strike Companion
« Reply #29 on: 17 July 2015, 15:45:01 »
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."

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Re: Alpha Strike Companion
« Reply #30 on: 17 July 2015, 16:12:27 »
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."
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Xotl

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Re: Alpha Strike Companion
« Reply #31 on: 25 July 2015, 02:26:43 »
p. 115, Special Case Heat Rules, under Anti-Missile Systems:

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

Insert "Laser" as indicated.
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Re: Alpha Strike Companion
« Reply #32 on: 28 July 2015, 09:23:31 »
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).
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Re: Alpha Strike Companion
« Reply #33 on: 28 July 2015, 10:26:32 »
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,"
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Re: Alpha Strike Companion
« Reply #34 on: 28 July 2015, 11:32:15 »
p127, Mimetic Armor System
remove "or Chameleon Light Polarization Shield" from conversion list.

p131, Stealth
remove Void Signature System from conversion list.

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Re: Alpha Strike Companion
« Reply #35 on: 10 August 2015, 14:04:55 »
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."
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Xotl

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

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

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



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

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

p. 115, Special Case Heat Rules:

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

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

Improved Jump Jets: If the unit’s Technical Readout shows that it uses improved jump jets, reduce its jumping movement heat by half (to a minimum of +3 heat for jumping).
Change to:
Improved Jump Jets: A unit with improved jump jets reduces its jumping movement heat by half, rounding up (to a minimum of +3 heat for jumping). The movement heat for a BattleMech with both improved jump jets and an XXL engine is +1 per 2 inches of jumping Move, to a minimum of +3 heat.
« Last Edit: 21 September 2015, 20:06:03 by Xotl »
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Re: Alpha Strike Companion
« Reply #37 on: 24 August 2015, 11:34:52 »
Page 115, Converting Heat
Delete the "Long-Range Weapons" subsection and the second paragraph of the "Heat-Modified Damage" subsection
After "Heat-Modified Damage", insert the following new subsection:


Long-Range Weapons: The above heat-modification process applies to all heat-generating units for attacks made in the Short and Medium range brackets. If the unit can deliver damage at Long range (or better), a separate Long-range heat output must also be calculated. This follows the standard rules for calculating a unit's heat output, except that the only weapons included are those with a Long-range damage value.
     Calculate the unit's Long-range damage value without modifying for heat, and then calculate its Long-range damage value modified using the above Long-range heat output.  If, after all rounding is applied, the heat-modified Long-range damage is lower than the unmodified Long-range damage by at least 1 point, then the unit receives the OVL (Overheat Long) special ability.  This calculation is used solely to check if the unit qualifies for the OVL special ability.  If it does qualify, the unit's actual Long-range damage value is calculated by modifying for heat using the exact same procedure and unit heat output as for the Short and Long range brackets, including weapon heat generated by weapons that cannot reach Long range.
     If the unit does not qualify for OVL, its Long-range damage value is unmodified by heat and the full damage value is used.
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Re: Alpha Strike Companion
« Reply #38 on: 26 August 2015, 16:51:06 »
p104,
Remove 1 from extreme range for Hyper-Velocity AC/10.
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jairb

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Re: Alpha Strike Companion
« Reply #39 on: 12 November 2015, 01:16:39 »
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.

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Re: Alpha Strike Companion
« Reply #40 on: 31 December 2015, 16:15:58 »
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."
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Re: Alpha Strike Companion
« Reply #41 on: 31 December 2015, 23:52:54 »
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".

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

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

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Re: Alpha Strike Companion
« Reply #43 on: 22 February 2016, 15:30:15 »
p106
Replace Heat and Short, Medium and Long for the Re-Engineered Lasers with the damage values listed below.
Large Re-Engineered Laser, 9, 0.945, 0.945, --
Medium Re-Engineered Laser, 6, 0.63, 0.63, --
Small Re-Engineered Laser, 4, 0.42, --, --
« Last Edit: 22 February 2016, 15:50:41 by nckestrel »
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Re: Alpha Strike Companion
« Reply #44 on: 15 March 2016, 09:44:24 »
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."
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Re: Alpha Strike Companion
« Reply #45 on: 16 March 2016, 03:10:51 »
p. 144, Step 2: Determine Unit’s Defensive Value:

If the unit possesses a Thrust of 10 or more, add 1 additional point to this result.
Change to:
If the unit possesses a Thrust of 7-9, add 0.5 points to this result.  If the unit possesses a Thrust of 10 or more, instead add 1 additional point.
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Re: Alpha Strike Companion
« Reply #46 on: 16 March 2016, 09:18:06 »
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)”
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Re: Alpha Strike Companion
« Reply #47 on: 17 March 2016, 09:23:46 »
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."
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Re: Alpha Strike Companion
« Reply #48 on: 17 March 2016, 09:57:28 »
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.”
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Re: Alpha Strike Companion
« Reply #49 on: 29 March 2016, 15:37:32 »
p152, Pursuit Lance Bonus Ability
Add after the current line.
"The Pursuit Lance may choose an enemy Formation rather than a single unit as the target for the Blood Stalker SPA. All members of the Pursuit Lance must choose the same enemy Formation for the Blood Stalker SPA.  If all units in the chosen enemy Formation are destroyed, the Pursuit Lance must choose another enemy Formation for the Blood Stalker SPA."
« Last Edit: 29 March 2016, 16:42:47 by nckestrel »
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Re: Alpha Strike Companion
« Reply #50 on: 12 April 2016, 14:14:28 »
 FORMAT: PDF
    * VERSION: V1 - Released June 27/2014
    * LOCATION: Page 111- Artillery Weapons
    * THE ERROR:

Table/Damage does not match the Alpha Strike Errata 2.1

    * THE CORRECTION: Update to match Errata 2.1

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

Xotl

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Re: Alpha Strike Companion
« Reply #51 on: 06 June 2016, 11:53:02 »
There's a couple of major pieces we're working on that have caused the initial ASC release to be delayed (roughly two weeks is the estimate, but this could change).  However, I've attached a complete rework of the Converting Heat section of the book, which has generated plenty of errata and a pile of questions.  I'd appreciate anyone who does conversion to try to work their way through it, without reference to any other statements, and see if conversions can be done properly and clearly.  Comments in the general Errata Discussion Thread, not here please.  Thanks!
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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #52 on: 09 June 2016, 11:08:51 »
Those pieces that I mentioned as still being worked on still are, but I decided to release the rest of the errata.  Links in the first post.

Major bits:
 - Rework of many of the SPAs
 - Artillery updates
 - PV calculation corrections
« Last Edit: 10 June 2016, 19:49:40 by Xotl »
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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #53 on: 18 June 2016, 20:06:38 »
* VERSION: print
* LOCATION: p. 155, Transport Squadron
* THE ERROR: "...while the typically larger aerospace craft are used to materiel to, from, or through the battle zone."
* THE CORRECTION: "...while the typically larger aerospace craft are used to move material to, from, or through the battle zone."

* VERSION: print
* LOCATION: p. 155, Transport Squadron
* THE ERROR: incomplete statement; "But sometimes,..."
* THE CORRECTION: Unknown, though it will probably relate to self-defense capabilities.
« Last Edit: 18 June 2016, 20:12:00 by Revanche »

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #54 on: 31 October 2016, 23:04:18 »
p116, Calculating Overheat Value
change "fighters" to "aerospace fighters".
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CptRodent

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Re: Alpha Strike Companion
« Reply #55 on: 18 November 2016, 13:21:16 »
Ammo errata in the errata 1.1

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

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

Correction: Switch the wording around to read: "For each ballistic or missile weapon, divide the number of shots for that weapon the unit carries by the number of such weapons on the unit. If the result is less than 10..."
« Last Edit: 06 April 2017, 14:24:04 by Xotl »

nckestrel

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #56 on: 22 December 2016, 16:42:34 »
p153, Command Lance
Change Ideal Role to just Ideal Role: None.
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mitchberthelson

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #57 on: 21 March 2017, 19:00:02 »
Dropbox links are showing "404"

nckestrel

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #58 on: 02 May 2017, 08:54:52 »
p113, Battle Armor LB-X, add Flak to Notes.
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nckestrel

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Re: Alpha Strike Companion - 9 June 2016 (v1.1)
« Reply #59 on: 02 May 2017, 09:01:42 »
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.
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Xotl

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Re: Alpha Strike Companion - 6 June 2017 (v1.1)
« Reply #60 on: 05 June 2017, 05:12:12 »
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.
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Re: Alpha Strike Companion - 6 June 2017 (v1.1)
« Reply #61 on: 07 June 2017, 12:04:13 »
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.

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Re: Alpha Strike Companion - 6 June 2017 (v1.1)
« Reply #62 on: 16 March 2018, 10:04:54 »
p128, Point Defense (PNT#)
"and Arrow IV homing artillery missiles"
change to
"and Arrow IV artillery"
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Xotl

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Re: Alpha Strike Companion - 6 June 2018 (v1.2)
« Reply #63 on: 06 June 2018, 03:22:35 »
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).
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Rich_PL

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Re: Alpha Strike Companion - 6 June 2018 (v1.2)
« Reply #64 on: 20 July 2018, 17:33:49 »
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

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Re: Alpha Strike Companion - 6 June 2018 (v1.2)
« Reply #65 on: 11 December 2018, 21:28:30 »
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
  • pg. 16 through 17 - BATTLEFIELD INTELLIGENCE (MODIFIED)
  • pg. 18 - DELIBERATE OVERHEATING (’MECHS ONLY)
  • pg. 18 - MINIMAL DAMAGE
  • pg. 18 - OCCUPYING AND INTERVENING TERRAIN
  • pg. 19 - REAR-FIRING WEAPONS
  • pg. 22 - VARIABLE MOVEMENT MODIFIERS

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).