Alpha Strike Commanders Edition Tables 6th Printing
Alpha Strike Commanders Edition Tables 6th Printing
Note: Airborne units (including air vehicles and aerospace units) ignore all terrain conditions until they attempt to occupy the same space and level of them (including attempts
to land or liftoff). If airborne units attempt to enter terrain prohibited to them, treat the result as a crash.
1
+1” Move cost for wheeled support vehicles without Off-Road (ORO) special ability.
2
All Tracked or Wheeled units gain an extra 2” of Move on any turn where the unit spends its entire Move on this terrain.
3
Infantry units reduce Move cost to enter this terrain by 1” (to minimum of +0”).
4
Wheeled units with the bicycle (b) or monocycle (m) movement types may move through this terrain.
5
Wheeled or Tracked vehicles with the Amphibious (AMP) special ability can move on water surfaces at a Move cost of +1”.
6
This is the cost to move along the bottom of a water area. No additional cost applies if using submarine movement.
7
Ground vehicles with the environmental sealing (SEAL) special ability may move along the bottom of a water area.
8
Infantry units can move through water of any Depth only if they have the UMU special ability.
9
IndustrialMechs can only enter water of 2” depth or greater if they have the environmental sealing (SEAL) special ability.
10
Infantry, ground vehicles, ProtoMechs, and WiGEs may not perform elevation changes greater than 1”. ’Mechs may not make elevation changes over 2”.
Tables
APPENDIX
Tables
APPENDIX
UNIT MOVEMENT
DETERMINING CRITICAL
TYPE TABLE (P. 35)
HITS TABLE (P. 50)
Movement Type Movement Code
2D6 ’Mech* ProtoMech Vehicle
Vehicles
2 Ammo Hit Weapon Hit Ammo Hit
Hover h
3 Engine Hit Weapon Hit Crew Stunned
Naval n
Submersible s
4 Fire Control Hit Fire Control Hit Fire Control Hit
Tracked t 5 No Critical Hit MP Hit Fire Control Hit
VTOL v 6 Weapon Hit No Critical Hit No Critical Hit
Wheeled w 7 MP Hit MP Hit No Critical Hit
Wheeled (bicycle) w(b) 8 Weapon Hit No Critical Hit No Critical Hit
Wheeled (monocycle) w(m) 9 No Critical Hit MP Hit Weapon Hit
WiGE g 10 Fire Control Hit Unit Destroyed Weapon Hit
Infantry
11 Engine Hit Weapon Hit Crew Killed
Foot f
12 Unit Destroyed Weapon Hit Engine Hit
Jump j
* Roll twice for critical hits on IndustrialMechs, and apply both critical hits.
Motorized m
Tables
APPENDIX
Note: Airborne units (including air vehicles and aerospace units) ignore all terrain conditions until they attempt to occupy the same space and level of
them (including attempts to land or liftoff). If airborne units attempt to enter terrain prohibited to them, treat the result as a crash.
1
Units in this terrain type may bog down and/or suffer damage. See specific terrain rules.
2
Only ’Mech units apply the +1” Move cost in this terrain; all other units in this terrain apply +0” Move cost.
3
Rail units in this terrain must move along the rail and pay +0” Move cost. All other units apply the +1” Move cost.
4
Only infantry units and wheeled units without the Dune Buggy (DUN) special apply the +1” Move cost in this terrain.
5
Only ’Mech and ProtoMech units apply the +1” Move cost in this terrain; all other units in this terrain apply +2” Move cost.
6
BattleMechs with the LG special reduce the movement cost by 1” per inch in this terrain type.
Tables
APPENDIX
* EMI only affects weapon attacks through an EMI-affected area of any size; does not
affect infantry attacks.
** Applies only to attacks that pass through this environmental feature, regardless
of attacker type.
3
0
2
Tables
APPENDIX
*No additional Move cost for Infantry (including battle armor); ProtoMechs Move cost in †
See Attacking Units inside Buildings, below.
buildings is +1”, regardless of type.
2
0
4
Tables
APPENDIX
AT# Aerospace Transport 82 HJ RISC Viral Jammer – Homing 89 REL Re-Engineered Lasers 88
ATAC# Adv Tactical Analysis Computer 82 HPG HyperPulse Generator 85 RFA Reflective Armor 88
HT#/#/# Heat 78 RHS Radical Heat Sink System 88
BAR Barrier Armor Rating 77
HTC Trailer Hitch 90 RSD# Remote Sensor Dispenser 88
BFC Basic Fire Control 77
IATM#/#/#/# Improved ATM 86 SAW Saw 89
BH Bloodhound Active Probe 83
IF# Indirect Fire 78 SCAP Sub-Capital 90
BHJ BattleMech HarJel 77
IRA Impact-Resistant Armor 86 SDCS SDS Drone Control System 89
BHJ2 BattleMech HarJel II 83
IT# Infantry Transport 78 SDS-C SDS, Capital 90
BHJ3 BattleMech HarJel III 83
I-TSM Industrial TSM 78 SDS-CM SDS, Capital Missile 90
BIM (#a) Bimodal Land-Air BattleMech 83
JAM SDS Jammer 89 SDS-SC SDS, Subcapital 90
BOMB Bomb 77
JMPS# Jump Jets, Strong 78 SEAL Environmental Sealing 85
BRA Ballistic-Reinforced Armor 83
JMPW# Jump Jets, Weak 78 SHLD BattleMech Shield 77
BRID Bridgelayer 83
LAM (#g/#a) Land-Air BattleMech 86 SLG Super Large 90
BT Booby Trap 83
LECM Light ECM 78 SNARC# Standard Narc Missile Beacon 87
BTAS# Battle Armor Taser 90
LG Large 86 SOA Space Operations Adaptation 90
C3BSM Boosted System C3 Master 80
LMAS Light Mimetic Armor System 78 SRCH Searchlight 90
C3BSS Boosted System C3 Slave 80
LPRB Light Active Probe 86 SRM#/# Short Range Missiles 90
C3EM C3 Emergency Master 82
LRM#/#/#/# Long-Range Missiles 86 ST# Small Craft Transport 90
C3I C3 Improved 82
LTAG Light TAG 86 STL Stealth 79
C3M C3 Master 80
MAG Maglev 86 SUBS# Submersible, Strong 79
C3RS C3 Remote Sensor 82
MAS Mimetic Armor System 78 SUBW# Submersible, Weak 79
C3S C3 Slave 80
MASH# Mobile Army Surgical Hospital 87 TAG Target Acquisition Gear 90
CAP Capital Weapons 84
MCS Magnetic Clamp System 87 TOR#/#/# Torpedo 79
CAR# Cargo 77
MDS# Mine Dispenser 87 TRN Trenchworks Engineers 91
CASE Cellular Ammunition Storage 77
MEC Mechanized 78 TSEMP# Tight-Stream EMP Weapon 90
CASEII Cellular Ammunition Storage II 77
MEL Melee 78 TSI Triple-Strength Implants 91
CASEP Prototype CASE 88
MFB Mobile Field Base 87 TSM Triple-Strength Myomer 79
CK# Cargo Transport, Kilotons 84
MHQ# Mobile Headquarters 87 TSMX Prototype TSM 88
CNARC# Compact Narc Missile Beacon 87
MSL#/#/#/# Missile 87 TUR Turret 79
CR Critical-Resistant 84
MSW Minesweeper 87 UCS Magnetic Clamp System 87
CRW# Crew 84
MT# ‘Mech Transport 87 UMU Underwater Maneuvering Units 80
D# Door 84
MTAS# ‘Mech Taser 90 VLG Very Large 91
DCC# Drone Carrier Control System 85
MTN Mountain Troops 87 VR Virtual Reality Piloting Pod 91
DJ RISC Viral Jammer – Decoy 89
NC3 Naval C3 87 VRT Variable-Range Targeting 91
DNI Direct Neural Control System 84
NOVA Nova Composite EW System 87 VSTOL Very-Short Take Off/Landing 91
DRO Drone 84
OMNI Omni 78 VTH# Heavy Vehicle Transport 91
DUN Dune Buggy 85
ORO Off-Road 78 VTM# Medium Vehicle Transport 91
ECM Electronic Countermeasures 77
OVL Overheat Long 78 VTS# Super-Heavy Vehicle Transport 91
ECS RISC Emergency Coolant 89
PAR Paratroops 87 WAT Watchdog 80
EE Elementary Engine 77
PNT# Point Defense 87 XMEC Extended Mechanized 78
ENE Energy 77
5
0
2
Tables
APPENDIX
Tables
APPENDIX
ADVANCED TERRAIN
ATTACK MODIFIERS
TABLE (P. 137)
ADVANCED TERRAIN MODIFIERS
Terrain Modifier
Jungle
Light +1
Heavy +2
Ultra-Heavy +3
Woods
Light +1
Heavy +2
Ultra-Heavy +3
7
0
2
Tables
APPENDIX
Tables
APPENDIX
* Applies only if a spotter has LOS to the target POI in the turn in which the
attack is resolved.
** Do not apply this modifier if the spotter has LPRB, PRB or BH.
BATTLEFIELD
INTELLIGENCE RATING
ARTILLERY COUNTER- TABLE (P. 154)
BATTERY FIRE BI Rating
MODIFIERS TABLE (P. 153) Item in Player’s Force
Points
Each ground unit with the
Situation Modifier Recon (RCN) special ability
2
Counter-Battery Fire +7 Each non-DropShip aerospace unit 1
Each successive shell from Target unit* –1 (Max –4) Each non-DropShip aerospace unit
2
with the Recon special ability
* Shell impact must be witnessed by at least one friendly unit with LOS to
Each DropShip aerospace unit
point of impact 2
(on-planet on in the field)
Each point of MHQ special ability
1
in the battlefield
CAPITAL AND
SUB-CAPITAL ATTACK
MODIFIERS TABLE (P. 156)
Situation Modifier
Attacking in Atmosphere* +2
Airborne Attack Modifiers
CAP or SDS-C vs. Small Target** +5
SCAP or SDS-SC vs. Small Target** +3
MSL or SDS-CM vs. Small Target** +0
Point Defense (1 damage)† +1
Point Defense (2+ damage)† Auto-Fail
Ground Attack Modifiers
Air-to-Ground Attack +0
Surface-to-Surface Attack (Non-Stationary) +2
Ground Target designated by friendly TAG –2
* If Atmospheric Pressure rules are used, +0 for Thin, Trace, or Vacuum
** Small Targets include all units that do not possess LG, VLG, or SLG specials
†
Point defense only affects MSL or SDS-CM attacks
9
0
2
Tab les
APPENDIX
Tables
APPENDIX
TABLES