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BattleTech: Alpha Strike Table of Contents
On June 6, 2013
Herb and his great crew continue to pound on Alpha Strike to get it ready for heading to the printer in the near future. In the meantime, thought I’d share the current Table of Contents (subject to change, of course).
Welcome to Alpha Strike!
Alpha Strike Basics
-
Alpha Strike vs. Total Warfare
What’s Needed to Play Alpha Strike
Alpha Strike at a Glance
-
Additional Material
Introductory Alpha Strike
Components
-
The Unit Card
Setup
-
Choosing Army Lists
Placing Terrain
Playing the Game
-
Sequence of Play
Victory Conditions
Movement Phase
-
Terrain
Jumping
Combat Phase
-
Resolving Weapon Attacks
Resolving Physical Attacks
Overheating
End Phase
-
Damage
Heat
Special Abilities
-
Special Ability Descriptions
Standard Alpha Strike
Components
-
Additional Game Terms for Standard Alpha Strike
Setup
-
Choosing Scenario Types
Choosing Forces
Placing Terrain
Playing the Game
-
Sequence of Play
Victory Conditions
Forced Withdrawal (Optional)
Movement Phase
-
Unequal Number of Units
Terrain
Additional Movement Rules
Combat Phase
-
Resolving Weapon Attacks
Resolving Physical Attacks
Overheating
End Phase
-
Damage
Heat
Special Abilities
-
Special Ability Descriptions
C3 Networks
Abstract Aerospace System
-
Control Rolls
Aerospace Setup
-
The Radar Map
Placing Aerospace Forces on the Radar Map
Abstract Aerospace Gameplay
-
Abstract Aerospace Movement
Abstract Aerospace Combat
-
Resolving Aerospace Air-to-Ground Attacks
Resolving Aerospace Air-to-Air Attacks
Resolving Ground-to-Air Combat
Aerospace End Phase
-
Ending Air-to-Air Engagements
Aerospace Damage
Advanced Options
Advanced Movement Modes
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Climbing
Evading
Leaping
Intentional Falls from Above
Sprinting
Transporting Non-Infantry Units
Advanced Terrain
-
Buildings
Deep Snow
Gravel Piles
Hazardous Liquid Pools
Heavy Industrial
Ice
Jungle
Magma
Mud
Planted Fields
Rails
Rough, Ultra
Rubble, Ultra
Sand
Swamp
Tundra
Water (Expanded)
Woods (Expanded)
Bogging Down
Aerospace Units on the Ground Map
-
Aerodyne Units
Spheroid Units and Airships
Landing Rolls
Aerospace Unit Transports
Partial Cover
Artillery
-
On-Board Artillery vs. Off-Board Artillery
Resolving Artillery Attacks
Alternate Munitions
-
Alternate Artillery Munitions
Alternate Autocannon Munitions
Alternate Bomb Munitions (Bombs/Aerospace Missiles)
Alternate Narc/iNarc Pods
Alternate LRM Munitions
Alternate SRM Munitions
Battlefield Intelligence
Buildings
-
Building Types
Movement Effects
Attacking Buildings
Walls
Concealing Unit Composition
-
Blip Counters
Concealing Record Sheets
Concealing Unit Capabilities
Coordinate System
-
Creating a Coordinate
-
Dropping Troops
-
High-Altitude Drop
Low-Altitude Drop
Zipline Drop
ECM/ECCM
Ejection/Abandoning Units
Environmental Conditions
-
Atmospheric Density
Darkness
Earthquake
Electromagnetic Interference (EMI)
Fissures
Gravity
Temperature
Tornado
Wind
All Other Conditions
Fire and Smoke
-
Fires
Smoke
Spreading Fires
Fire and Units
Hidden Units
-
Hiding on the Ground
Surprise Attacks from Hidden Units
Large Support Vehicles, Mobile Structures, and DropShips
-
Boarding and Repelling
Minefields
Targeting and Tracking Systems
Terrain Conversion
Special Abilities
-
Special Ability Descriptions
Converting Alpha Strike to Hex Maps
-
Converting Movement and Distances
Line of Sight
Campaign Play
Setting Up the Campaign
-
Force Creation
Campaign Turns
Determine Outcome Phase
Logistics
-
The Total Chaos Campaign
Tracks
Situation and Game Setup
Warchest and Objectives
Special Rules
Aftermath and Next Track
Warchest Point System
Warchest Points Between Tracks
Skill Advancement
Warchest Campaign Record Sheet
Meeting Engagement
-
Situation
Game Setup
Warchest
Objective
Special Rules
Next Track
Breakthrough
-
Situation
Game Setup
Warchest
Objective
Special Rules
Next Track
Assault
-
Situation
Game Setup
Warchest
Objective
Special Rules
Next Track
Counterattack
-
Situation
Game Setup
Warchest
Objective
Special Rules
Next Track
Pursuit
-
Situation
Game Setup
Warchest
Objective
Special Rules
Next Track
Defense
-
Situation
Game Setup
Warchest
Objective
Special Rules
Next Track
Era Setting: Clan Invasion (3048-3062)
-
The Clan Invasion
The Marik-Liao Offensive
The Refusal War
The Second Star League
The St. Ives War
The First Combine-Dominion War
Key Conflicts and Campaigns
-
The Clan Invasion
The Marik-Liao Offensive
The Refusal War
Operation BULLDOG
The St. Ives War
The First Combine-Dominion War
Factional Overview: Clan Invasion Era
-
Special Alliances and Enmities
Factional Special Abilities (Optional)
The BattleTech Universe
-
House Davion (Federated Suns)
House Kurita (Draconis Combine)
House Liao (Capellan Confederation)
House Marik (Free Worlds League)
House Steiner (Lyran Commonwealth)
ComStar
Word of Blake
The Clans
The Periphery
A History of War
-
Colonizing the Stars
The Age of War
The Star League
The Succession Wars
The Clan Invasion
Civil War Era
The Word of Blake Jihad
The Dark Age
BattleTech Resources
-
Core Rulebooks
Technical Readouts
Historical Sourcebooks
Maps, Terrain, and Miniatures
Fiction
Choose Your Rules
-
Gamemaster Adjudication
Fiction vs. Rules
There ya go! Very deep look into this coming book…hopefully next time we’ll have a final cover to show off!
Till next time…
Randall