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Alpha Strike Commanders Edition Tables 6th Printing

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100% found this document useful (1 vote)
285 views13 pages

Alpha Strike Commanders Edition Tables 6th Printing

Uploaded by

pandapilot18
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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APPENDIX

MOVEMENT COST TABLE (P. 34)


Terrain Type Move Cost per Inch Prohibited Movement Type/Unit Type
Base Move 1” —
Clear +0”1 n, s movement types
Paved/Road/Bridge +0”2 n, s movement types
Rough +1” n, s, w movement types
Rubble +1” n, s movement types
Woods +1”3 g, n, r, s, v, w movement types4
Water
Surface Only +0” All except g, h, n, s movement types5
Depth 0” +0” n, s movement types
Depth 1” +1”6 Ground and air vehicles7, Infantry8, IndustrialMechs9
Depth 2”+ +3”6 Ground and air vehicles7, Infantry8, IndustrialMechs9
Level Changes (up or down)10
Per 1” elevation +2” (’Mechs, ProtoMechs)
Per 1” elevation +2” (g, v movement types airborne)
Per 1” depth +2” (s movement type in water)
Per 1” elevation +4” (Infantry, Ground Vehicles)

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”.

Unit Types Key


Ground Units Includes all units that use MV
’Mechs Includes BattleMechs and IndustrialMechs
Infantry Includes conventional infantry and battle armor
ProtoMechs ProtoMech units only
Vehicles Includes all motive types covered by Air, Ground, and Naval
Air Combat or support vehicles using VTOL or WiGE movement types
VTOL Combat or support vehicles using VTOL movement type
WiGE Combat or support vehicles using WiGE movement type
Ground Vehicles Combat and support vehicles using hover, tracked, or wheeled movement types
Hover Combat or support vehicles using hover movement type
Tracked Combat or support vehicles using tracked movement type
Wheeled Combat or support vehicles using wheeled movement type
Naval Combat or support vehicles using naval or submarine movement types
Sub Combat or support vehicles using submarine movement type
Includes conventional fighters, aerospace fighters, small craft, fixed-wing, airship
Aerospace
support vehicles, and DropShips
9
19

Tables
APPENDIX

ATTACK MODIFIERS TABLE [P. 44, S.A.T.O.R., P. 42]


SKILL [S] OTHER MODIFIERS (Continued)
Attacker Target Number Attack Modifier
Base Target Number Skill Level Is using REAR special ability +1
Is from IndustrialMech with no AFC special +1
ATTACKER MOVEMENT MODIFIERS [A]
Is from Support Vehicle with:
Attacker Modifier
Basic Fire Control (BFC) special +1
Jumping Movement +21
Neither AFC or BFC specials +2
Standstill/Immobile −11
Is from a grounded DropShip −15
Ground/Minimum Movement +0
Is from unit with BattleMech Shield (SHLD)
+16
special
TARGET MOVEMENT MODIFIERS [T]
Is from unit with Fire Control Hit (per hit) +27
Target Modifier
Is from unit with Heat Level > 0 +Heat lvl8
Ground Movement/No Movement Mode +TMM
Is an artillery attack from an airborne unit +1
Standstill/Minimum Movement +0
Physical Attack Type Modifier
Jumping Movment +TMM+1
Charge +1
Strong Jump Jets (JMPS#) +#
Death From Above (DFA) +1
Weak Jump Jets (JMPW#) −#
Anti-’Mech Infantry Attack +1
Submersible Movement +TMM
Attacker is conventional infantry +3
Strong Submersible Movement (SUBS#) +#
Target is transporting battle armor +39
Weak Submersible Movement (SUBW#) −#
Target Modifier
Hull-Down +1
Is airborne Aerospace +210
Immobile −4
Is airborne DropShip −2
Dropped by Airborne Unit +3
Is airborne VTOL or WiGE +1
OTHER MODIFIERS [O] Is Battle Armor +1
Terrain Modifier Is Large (LG, SLG, or VLG specials) −1
3
Woods +1 Is hull down +1
Underwater +12 Is ProtoMech +1
Partial Cover +1 Has STL special active Varies11
Attack Modifier
RANGE MODIFIERS [R]
Is an Area-Effect attack +1
Range Distance Modifier
Is an Indirect Fire attack +14
Short Up to 6” +0
Is an Indirect Artillery attack and spotter has
−1 Medium >6” to 24” +2
TAG/LTAG within range of target
Is attacking a secondary target (using Long >24” to 42” +412
+1
Multiple Attack Rolls; see p. 174) Extreme >42” +6
Is from unit that is also spotting +1
1
6
Applies only to weapon attacks, not physical attacks (see p. 45).
Infantry (conventional and battle armor) do not use the standing still or jumping 7
Fire Control hit effects may apply multiple times. Does not apply to physical attacks.
attacker movement modifiers. 8
Does not apply to physical attacks (see p. 45).
2
Only if attacker is also underwater (or is on the water surface and using TOR special); 9
Applies if target is transporting battle armor via the MEC or XMEC specials (see p. 78),
all underwater ranges are halved. or as cargo.
3
Target has intervening or occupied Woods terrain. 10
Includes fixed-wing support vehicles, conventional fighters, small craft, and
4
This becomes a +2 modifier if the spotting unit makes a weapon attack in the same DropShips. Only applies when target is airborne.
turn as it spots (see Indirect Fire Attacks, p. 41). If the spotter is a remote sensor 11
For battle armor targets, Stealth (STL) adds +1 at Short and Medium ranges, and +2
(see p. 88), apply an additional +3 Target Number modifier. at Long range. For all other units, Stealth adds +0 at Short range, +1 at Medium
5
Grounded Spheroid DropShips are always Immobile (see p. 32). Grounded Aerodyne range, and +2 at Long range. Stealth may be toggled on and off (see p. 79).
DropShips may move or remain at a standstill, as with standard ground units. 12
Artillery attacks, except for Artillery Cannons, have a minimum range modifier of Long
Regardless, this modifier applies to any grounded DropShip. (+4). Any range from 0”-42” is at Long range for them.
2
0
0

Tables
APPENDIX

ARTILLERY RANGE AND DAMAGE TABLE (P. 47)


Artillery Name Special Max Range Damage Area of Effect Template
Arrow IV ART-AIS/ART-AC — 2 2”
Artillery Cannons
Thumper Cannon ART-TC Medium 0* 2”
Sniper Cannon ART-SC Medium 1 2”
Long Tom Cannon ART-LTC Long 2 2”
Battle Armor Tube Artillery ART-BA — 1 2”
Cruise Missile/50 ART-CM5 — 5 2”
Cruise Missile/70 ART-CM7 — 7/2 6”
Cruise Missile/90 ART-CM9 — 9/4 6”
Cruise Missile/120 ART-CM12 — 12/5 6”
Long Tom ART-LT — 3/1 6”
Sniper ART-S — 2 2”
Thumper ART-T — 1 2”

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

MOTIVE SYSTEMS DAMAGE TABLE (P. 51)


Unit Motive Type 2D6 Roll Modifier 2D6 Roll Motive Effects
Tracked/Naval +0 2–8 No effect
Wheeled/Hovercraft +1 9–10 −2” Move, −1 TMM*
VTOL/WiGE +2 11 −50% Move, −50% TMM*†
12+ Unit immobilized
* A unit reduced to 0” (or less) Move is immobilized

If a fractional Move rating results, round it down. There is a minimum Move loss of 2” and TMM loss of 1.
1
0
2

Tables
APPENDIX

ADDITIONAL TERRAIN MOVEMENT COST


TABLE (P. 57)
Move Cost Prohibited Movement Type/
Terrain Type
per Inch Unit Type
Deep Snow +1”1 Wheeled
Gravel Piles +1”1 Naval, Rail
Hazardous Liquid Pool As Water1 As Water
Heavy Industrial +0”/+1”2 Naval, Rail
Ice +1”1 Naval
Jungle +2” Vehicles
Magma
Crust +0”1 Infantry, Naval, Rail, Wheeled
Liquid +1”1 All except ’Mechs
Mud +1”1 Naval, Rail
Planted Fields +0” Naval, Rail
Rail +0”/+1”3 Naval
Ultra Rough6 +2” Naval, Rail, Wheeled
Ultra Rubble6 +2” Naval, Rail
Sand +0”/+1”1, 4 Naval, Rail
Swamp +1”/+2”1, 5 Naval, Rail
Tundra +0”1 Naval, Rail

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.

Unit Types Key


Ground Units
’Mechs Includes BattleMechs and IndustrialMechs
ProtoMechs ProtoMech units only
Infantry Includes conventional infantry and battle armor
Vehicles Includes all motive types covered by Air, Ground, and Naval
Air Combat or support vehicles using VTOL or WiGE movement types
VTOL Combat or support vehicles using VTOL movement type
WiGE Combat or support vehicles using WiGE movement type
Ground Combat or support vehicles using wheeled, tracked, hover, WiGE, or rail movement types
Hover Combat or support vehicles using hover movement type
Rail Combat or support vehicles using rail movement type
Tracked Combat or support vehicles using tracked movement type
Wheeled Combat or support vehicles using wheeled movement type
Naval Combat or support vehicles using naval or submarine movement types
Sub Combat or support vehicles using submarine movement type
Includes conventional fighters, fixed-wing and airship support vehicles, aerospace fighters,
Aerospace
small craft, and DropShips
2
0
2

Tables
APPENDIX

ADDITIONAL TERRAIN & PREVAILING WINDS


ENVIRONMENT ATTACK TABLE (P. 63)
MODIFIERS TABLE (P. 58) 1D6 Roll Wind Type Force Category
ADVANCED TERRAIN MODIFIERS 1–2 None 0

Terrain Modifier 3 Light Gale 1


4 Moderate Gale 2
Heavy Industrial +1
5 Strong Gale 3
Jungle +1
6 Storm 4
Planted Fields +1*

TARGET MOVEMENT MODIFIERS ATMOSPHERIC DENSITY


Terrain Modifier ROLL MODIFIERS
Is Bogged Down **
Atmospheric Pressure Modifier
* Apply an additional +1 terrain modifier if target is an Infantry unit. Vacuum No Wind
** Treat bogged down target as if it has a target movement modifier of +0. Trace Atmosphere –2*
Thin Atmosphere –1*
ENVIRONMENTAL MODIFIERS Thick Atmosphere +1*
Very Thick Atmosphere +2**
Environmental Condition Modifier
Blowing Sand +2 * Minimum modified result = 1; Maximum modified result = 6
** Maximum modified result = 8; On 7+ modified result, treat as Tornado
Earthquake +1 to +6
Electromagnetic Interference +2*
Geyser +2** TORNADO FORCE RATING
Heavy Fog +1 TABLE
Darkness
Dusk or Dawn +1 2D6 Roll Tornado Rating
Moonless Night +3 2–3 F1
Night +2 4–6 F2
Pitch Black +4 7–10 F3
Rainfall 11 F4
Light to Heavy +1 12 F5
Torrential Downpour +2
Smoke
Light +1**
Heavy +2**
Snowfall and Hail
Light to Heavy +1
Sleet +1
Blizzard +2
Winds
Wind Force 0 to 2 +0
Wind Force 3 +1
Wind Force 4 +2
Tornado, F1 to F3 +2**
Tornado, F4 +3**
Tornado, F5 +4**

* 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

ALPHA STRIKE BUILDINGS TABLE (P. 73)

Damage Absorption† Collapse


Move Cost CF Range Weight Damage
Building Type
per Inch* (Default) Capacity Infantry Non-Infantry (per each 4"
height)
Residential/Industrial/Military
Light +1” 1/3/5 2 1 0 0*
Medium +2” 2/4/8 4 2 1 1
Heavy +3” 6/12/18 6 3 2 2
Hardened +4” 10/20/40 8 8 4 4
Castle Brian
Heavy +3” 40/80/120 — 10 10 10
Hardened +4” 80/160/200 — 10 10 20

*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

SPECIAL ABILITIES (PP. 76–91)


Special Name Page Ref Special Name Page Ref Special Name Page Ref
ABA Anti-Penetrative Ablation Armor 83 ENG Engineering 85 PRB Active Probe 82
AECM Angel ECM 76 ES Ejection Seat 85 PT# ProtoMech Transport 88
AFC Advanced Fire Control 76 FC Fuel Cell Engine 77 QV Quadvee 88
AM Anti-‘Mech 76 FD Flight Deck 85 RAIL Rail 88
AMP Amphibious 76 FF Firefighter 85 RAMS RISC Advanced PD System 89
AMS Anti-Missile System 76 FLK#/#/#/# Flak 78 RBT Robotic Drone 89
ARM Armored Component 76 FR Fire Resistant 78 RCA Reactive Armor 88
ARS Armored Motive System 77 GLD Glider ProtoMech 85 RCN Recon 88
ARTX-# Artillery 82 HELI Helipad 85 REAR Rear-Firing Weapons 78

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

SPECIAL PILOT ABILITIES (PP. 92–101)


Special Ability Cost Brief Description Special Ability Cost Brief Description
Quadruped unit gains mobility bonus and ability to Improves accuracy for indirect fire, and enables indirect
Animal Mimicry 2 Oblique Attacker 1
demoralize opponents attacks without a spotter
Antagonizer 3 Unit can enrage an opponent for a brief period Unit swaps normal range modifier for Medium, Long, or
Range Master 2
Unit may focus its attacks better on a preferred target Extreme range with Short
Blood Stalker 2 Unit reduces atmospheric combat modifiers; may
until it is destroyed Ride the Wash 4
Unit can deliver extra damage in an attack using missiles execute special air-to-air attack
Cluster Hitter 2 Unit improves accuracy and damage when only using AC
or flak weapons Sandblaster 2
Unit may move and resolve fire before any other unit and missile weapons
Combat Intuition 3 Airborne unit is harder to hit from the ground during
acts Shaky Stick 2
Ground vehicle unit may enter some illegal terrain types, air-to-ground attacks
Cross-Country 2 If unit attacks while stationary, may score an extra
but at high Move cost Sharpshooter 4
Demoralizer 3 Unit can intimidate an opponent for a brief period critical after delivering full damage
’Mech unit can improvise its own melee weapons from
Dodge 2 Unit can attempt to evade physical attacks Slugger 1
suitable terrain
Enables airborne unit types to land or liftoff in non-clear
Dust-Off 2 Unit reduces Medium, Long, and Extreme range
terrain Sniper 3
modifiers by half.
Unit gains (or augments) its ability to spot hidden units
Eagle’s Eyes 2 Speed Demon 2 Unit can move faster than normal
and avoid mines
Unit can pass directly through enemy units at extra
Reduces movement and combat modifiers in a preferred Stand-Aside 1
Environmental Specialist 2 Move cost
environment
Unit may pre-empt an attack against it by enemies in
Fist Fire 2 Unit delivers extra damage in physical attacks Street Fighter 2
base contact
Unit may force an opponent to reroll an attack with this
Float Like a Butterfly 1–4 Unit receives bonus movement on paved or ice terrain
unit as the target Sure-Footed 2
and ignores skidding
Unit improves accuracy of indirect fire when used as a
Forward Observer 1 Unit can deliver improved damage or critical hits when
spotter Swordsman 2
using MEL special
Improves accuracy for air-to-ground strafing, strike, and
Golden Goose 3 Enables command unit to reroll Initiatives once every
bombing attacks Tactical Genius 3
2 turns
Airborne unit may execute a double-strafe or double-
Ground-Hugger 2 Terrain Master
strike air-to-ground attack
Ground vehicle unit gains extra speed on ice or
Headhunter 2 Can automatically identify enemy command units (Drag Racer) 3
pavement; avoids skidding better
Enables increased carrying capacity with External Cargo
Heavy Lifter 1 Unit moves more easily through (and gains extra cover
rules (Forest Ranger) 3
from) woods and jungle
Unit may avoid being reduced below 1 inch of Move
Hopper 1 Unit moves more easily than others while fully
by MP Hits (Frogman) 3
submerged
Hot Dog 2 Increases the Heat a unit can sustain before shutdown
Unit moves more easily through level changes and
Unit can ignore the Concealing Unit Data rules vs. non- (Mountaineer) 3
Human TRO 1 rough terrain types
hidden opponents
(Nightwalker) 3 Unit ignores combat modifiers for darkness
Unit can resist psychological attacks and receives a
Iron Will 1 Unit moves more easily and ignores attack penalties in
bonus during Morale checks (Sea Monster) 3
water terrain
Improves accuracy of any attack made when the unit
Jumping Jack 2 Unit moves more easily through mud and swamp
uses jumping Move (Swamp Beast) 3
terrain; ignores bog down in same
Unit may reroll a limited number of failed attacks and
Lucky 1–4 Unit can deliver a more accurate attack as long as it uses
Control Rolls per scenario Weapon Specialist 3
only half its firepower
Reduces Move costs for woods/jungle terrain and
Maneuvering Ace 2 Unit ignores atmospheric combat modifiers and gains a
aerospace atmospheric control Wind Walker 2
bonus to landing and liftoff
If unit attacks while stationary, may score extra critical
Marksman 2 Zweihander 2 ’Mech unit delivers more damage in physical attacks
after delivering 1 damage
Unit increases its physical attack damage by half its Size Infantry Only
Melee Master 2 Foot-based infantry unit moves faster, even through
(round up) Foot Cavalry 1
Melee Specialist 1 Unit delivers physical attacks with greater accuracy difficult terrain
Beast-mounted infantry unit moves faster, even through
Unit can divide its weapon attack between two targets Light Horseman 2
Multi-Tasker 2 difficult terrain
per turn
Beast-mounted infantry unit can inflict extra damage at
Unit gains 360-degree field of fire; reduces Move costs in Heavy Horse 2
Natural Grace 3 point-blank range
ultra-heavy terrain
Infantry unit is harder to attack in urban terrain, and
Improves accuracy and reduces scatter for all artillery Urban Guerrilla 1
Oblique Artilleryman 1 may “spawn” support
weapon attacks
2
0
6

Tables
APPENDIX

ADVANCED TERRAIN MOVEMENT COST TABLE (P. 137)


Terrain Type Move Cost per Inch Prohibited Movement Type/Unit Type
Woods
Light8 +1”1 g, h, n, r, s, v, w movement types2
Heavy8 +2”1 Vehicles
Ultra-Heavy +3” All except Infantry
Water
Surface Only +0” All except g, h, n, s movement types3
Depth 0” +0” Naval
Depth 1” +0” Ground, Infantry4
Depth 2”-3” +1”5 Ground and Air vehicles, Infantry4, IndustrialMechs6
Depth 4”-10” +3” 5
Ground and Air vehicles, Infantry4, IndustrialMechs6
Depth 11+” +4”5, 7 Ground and Air vehicles, Infantry4, IndustrialMechs6
Rapids +1” As Water of appropriate Depth
Jungle
Light8 +2” Vehicles
Heavy8 +3” Vehicles
Ultra-Heavy +4” All except Infantry
1
Infantry units reduce Move cost to enter this terrain by 1” (to minimum of +0”).
2
Wheeled units with the bicycle (b) or monocycle (m) movement types may move through this terrain.
3
Wheeled or Tracked vehicles with the Amphibious (AMP) special ability can move on water surfaces at a Move cost of +1”.
4
Infantry units can move through water of any Depth only if they have the UMU special ability.
5
This is the cost to move along the bottom of a water area. No additional cost applies if using submarine movement.
6
IndustrialMechs can only enter water of 2” depth or greater if they have the environmental sealing (SEAL) special ability.
7
Non-submarine units at this depth (including units with UMU special) may suffer damage. See Water (Advanced) (p. 136).
8
BattleMechs with the LG special reduce the movement cost by 1” per inch in this terrain type.

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

ALTERNATE MUNITIONS TABLE (P. 146)


Weapon Attack Modifier Damage Required Special Ability
Artillery
Air-Defense Arrow IV * See Rules ART-AIS, ART-AC
Cluster +0 See Rules ART-AIS, ART-AC, ART-T, ART-S, ART-LT
Copperhead * See Rules ART-T, ART-S, ART-LT
Flechette +0 See Rules ART-T, ART-S, ART-LT
Illumination +0 See Rules ART-AIS, ART-AC, ART-T, ART-S, ART-LT
Inferno IV +0 See Rules ART-AIS, ART-AC
Smoke +0 See Rules ART-AIS, ART-AC, ART-T, ART-S, ART-LT
Thunder or Thunder-Active +0 See Rules ART-AIS, ART-AC
Autocannon
Armor Piercing +1 +0* AC
Flak –2 +0* AC
Flechette +0 +0* AC
Precision –2* +0 AC
Tracer * +0 AC
Bombs
Air-to-Air Arrow IV +0* 2 BOMB
Arrow IV +0 +0 BOMB
Inferno (Advanced Rules) +0 +0 BOMB
Laser-Guided –2* 2 BOMB
Light Air-to-Air Arrow +0* 1 BOMB
Rocket Launcher +0* +1 BOMB
TAG +2 NA BOMB
Thunder +0 Mines BOMB
Torpedo +0* +0 BOMB
Narc/iNarc
ECM +0 +0* INARC
Explosive +0 * CNARC, SNARC, INARC
Haywire +0 +0* INARC
LRM/SRM
Heat-Seeking –2* +0 LRM, SRM
Inferno +0 * SRM
Magnetic Pulse +0 +0* LRM, SRM
Mine Clearance +0 +0* LRM, SRM
Semi-Guided –2* +0 LRM
Smoke +0 +0* LRM, SRM
Swarm/Swarm-I +0 +0* LRM
Tandem Charge +0 +0* SRM
Thunder +0 * LRM

* See Item rules.


2
0
8

Tables
APPENDIX

OFF-BOARD ARTILLERY OFF-BOARD ARTILLERY


ATTACK MODIFIERS FLIGHT TIME TABLE (P. 151)
TABLE (P. 151) Distance Flight Time (turns)
Situation Modifier 34” 0
Off-Board Artillery +7 90” 1*
Each successive shot at the same target POI* –1 170” 2*
Friendly unit acting as spotter when attack 240” 3*
–1
fired
300” 4*
Spotter has LPRB, PRB or BH –2
340” 5*
Spotter has RCN** –1
* Cruise Missiles (ART-CM#) compute their flight times as 1 + (Distance/170”) turns.
Spotter made an attack during spotting turn +1

* 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

FIRE TABLES (P. 166) MORALE CHECK


FIRE STARTING BASE TARGET TABLE (P. 170)
(INTENTIONAL/UNINTENTIONAL)
Base Target Number = Unit’s Skill Rating
Water Clear Paved Rough Jungle
— 11/11 — 12/12 7/10 Condition Modifier
Woods Building Industrial Magma Attacked by Inferno Ordnance +1
6/9 9/10 4/6 4/6 Attacked by Cruise Missile +2

Condition Target Modifier Unit is a BattleMech or ProtoMech –2


Terrain Unit is an IndustrialMech +0
Deep Snow +3* Unit is a Combat Vehicle +0
Geyser +3 Unit is a Support Vehicle +3
Ice +4*
Unit is Battle Armor Infantry –1
Mud +5*
Unit is Conventional Infantry +2
Planted Fields –2
Swamp +5* Unit is currently Routed +3
Tundra +0* Unit is a Drone/Robotic Unit No Roll Required
Underwater — Pilot has Iron Will Special Pilot Ability –2
Atmospheric Pressure
Infantry-Only Modifiers
Vacuum —
Attacker is a BattleMech +1
Trace +5**
Thin +3 Unit is inside a Building –2
Thick –2 Additional
Very Thick –4 Nerve-Recovery Modifiers Modifier
Temperature Friendly Force Commander in LOS* –2
Cold +1 Friendly Force Sub-Commander in LOS* –1
Hot –2
Infantry-Only Modifiers
Wind
Wind Force 2 +1 Any Friendly Routed Units in LOS +1
Wind Force 3 +2 Friendly (non-Routed) ’Mechs in LOS –2
Wind Force 4 +4 Friendly (non-Routed) Vehicles in LOS –1
Tornado (Any) —** Fire in LOS +2
Rain
Light to Heavy +1 * A friendly force commander or sub-commander is only considered to be
Torrential Downpour +2 “present” when a unit has been specifically designated as the force’s
commander and this unit is active and on the map within 35 inches of
Snowfall and Hail
the routed unit. Only one unit per lance (or Star) in a given force may be
Light to Heavy Snow +1
designated as a force sub-commander.
Sleet +1
Blizzard +2
Special Ability/Effect
Indirect Fire (IF) +1
Heat (HT) –2 HIDDEN UNIT
Inferno Munitions Auto†
DETECTION RANGE
Fire Spreading
From Downwind +1
TABLE (P. 167)
Across Water/Paved Terrain +3 (per 2” distance) Probe Type Range
* Fire in these conditions burn out by themselves after 1D6 turns unless set by Light Active Probe 6”
Inferno munitions.
Active Probe 10”
** Inferno munitions auto-set fires in these conditions. (Inferno fires in tornado
automatically burn out after 1 turn.) Bloodhound Active Probe 16”
† Infernos may even ignite water surfaces (other than rapids), liquid pools, and
paved terrain.
2
10

Tables
APPENDIX

AEROSPACE ATTACK MODIFIERS


TABLE
RANGE MODIFIERS AEROSPACE ATTACK MODIFIERS
Range Modifier Attacker Modifier
Short +0 Air-to-Air +0
Medium +2 Altitude Bombing +0
Long +4 Dive Bombing +0
Extreme +6 Strafing +3
Striking +1
TARGET TYPE MODIFIERS
Target Element Type Modifier MISCELLANEOUS MODIFIERS
Airborne Aerospace +2* Condition Modifier
Airborne DropShip –2 Attacker is Tailing the Target –2
Airborne VTOL or WiGE +1 Attacker is Support Vehicle with:
Airborne Small Craft –1 Advanced Fire Control (AFC) +0
Basic Fire Control (BFC) +1
* Airborne aerospace also includes fixed-wing support
vehicles, conventional fighters, small craft, and No AFC or BFC Special +2
DropShips. Fire Control Hit (per hit) +2**
** Fire Control critical hits may apply multiple times. Is an Area-Effect Attack +1
+Heat
Overheating
Level (1–3)

TERRAIN FACTOR AND


CONVERSION TABLE
TF (Light/Heavy/
Terrain New Terrain
Ultra-Heavy)
Clear/Rough 20 Sub-Level (1”)
Snow 2 Mud
Dirt Road 2 Rough*
Gravel Piles 10 Rough
Gravel Road 5 Rough*
Ice 4 **
Jungle 6/10/13 Rough
Magma Crust 3 Magma Liquid
Paved 20 Rough
Paved Road 15 Rough*
Planted Fields 3 Rough
Sand 10 Sub-Level (1”)
Tundra 7 Rough
Woods 5/9/12 Rough
* The Road still counts, but units must pay 1” additional Move per inch traveled
along them.
** If the underlying terrain is water, the area becomes water; otherwise ice
is removed from the area and the underlying terrain remains undamaged.

TABLES

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