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Alpha Strike Simple Conversion Rules

The document outlines the conversion process for Battlemechs to Alpha Strike, detailing steps such as determining size class, converting movement and armor, and calculating heat and point value (PV). It includes specific formulas and charts for converting various attributes, including movement modifiers based on speed and adjustments for weapon damage based on heat output. The final PV is calculated by combining factors like TMM, damage bands, armor, internal structure, and special equipment bonuses.

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Chris Feher
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0% found this document useful (0 votes)
532 views1 page

Alpha Strike Simple Conversion Rules

The document outlines the conversion process for Battlemechs to Alpha Strike, detailing steps such as determining size class, converting movement and armor, and calculating heat and point value (PV). It includes specific formulas and charts for converting various attributes, including movement modifiers based on speed and adjustments for weapon damage based on heat output. The final PV is calculated by combining factors like TMM, damage bands, armor, internal structure, and special equipment bonuses.

Uploaded by

Chris Feher
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Battlemech Conversion to Alpha Strike

1. Determine Size Class. L=1, M=2, H=3, A=4


2. Convert Movement: Run x2/Jumpx2 if different then walk speed
• Record TMM based on the run speed
• 5-8 =+1
• 9-12 =+2
• 13-18=+3
• 19-34=+4
• 35+=+5
3. Convert Armor: Divide Armor Factor by 30, round normally.
4. Determine Internal Structure: Use chart
5. Convert Weapons: Use Chart
6. Convert Heat:
• Determine Max Heat output for each range (including firing all weapons and running or
jumping)
• Determine Heat Mod Damage = (Base Damage for range x heat sinks) / (Max heat output -4)
• Subtract regular damage from heat mod damage to determine OV value
7. Determine PV
• TMM x2
• +2 if Full Jump, +1 if less than full jump
• OFF damage bands added together
• (Armor + IS) x2
• +1/Special equipment (not from ordinary weapons)

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