Alpha Strike Campaign Rules PDF
Alpha Strike Campaign Rules PDF
Alpha Strike Campaign Rules PDF
Table of Contents
Introduction ....................................................................... 2 Strategic Actions ...............................................................20
Drafting Your Battle Force ................................................. 3 Special Equipment ............................................................23
Getting Started .................................................................. 5 Special Rules .....................................................................25
Battlegroups ...................................................................... 8 Upgrading Units ................................................................29
World Map......................................................................... 9 Alternate Campaign Formats ...........................................31
Terrain ............................................................................. 11 Tables ...............................................................................33
Features/Objectives ........................................................ 12 Alpha Strike Cards ............................................................36
Phases of the Mission ...................................................... 16
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January 20, 2017 [BATTLETECH ALPHA STRIKE CAMPAIGN] - by Randal Snyder
Introduction
This document includes guidelines on how to run a Currency
BattleTech Alpha Strike campaign. These rules can be On the mercenary market, the value of a unit is
used for a single engagement or an ongoing campaign. determined by its combat effectiveness. As a result, all
costs and currency are measured in Alpha Strike Point
You are the commander of a mercenary unit with the goal
Value (PV).
to be hired to execute missions, collect loot, upgrade your
units, and prove your skills. Warchest Points
This book uses a modified Warchest Point (WP) system
These rules are intended for 2 players and provide for a
based on the guidelines in the Alpha Strike rules p118. All
semi-blind game and an impartial third person may be
values have been converted from WP and SP into PV. 1 PV
required to resolve hidden movements.
is treated as 10 SP or 1 WP.
These rules attempt to simulate a mission complete with
air support, resupplies, reinforcements, secrecy, Point Value Calculations
deception, and potentially big paydays. It may be necessary to calculate the PV of a unit
separately if it is modified from the original design. You
Materials will need to create a BattleTech sheet for all modified
In addition to the normal materials needed for a units and follow the conversion and PV calculations
BattleTech game, each player needs 3x5 cards for provided in the Alpha Strike Companion.
Battlegroup tracking.
Roster Register
One card is used for each Battlegroup that they will It is highly recommended to use the Master Unit List force
command. This card must include the group name, a list builder to track your units. You may also use Mech
of the units in the group (or paper-clipped to the card), a Factory or a spreadsheet as appropriate.
record of the unit’s grid movement, and a record of any
Loot recovered. The following shows Randal’s Vandals and includes the
basic details needed for the Battle Force.
Source Data
All BattleTech Alpha Strike information will use the
Master Unit List as the official source:
http://www.masterunitlist.info/
http://battletech.rpg.hu/mechfactory_frame.php
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January 20, 2017 [BATTLETECH ALPHA STRIKE CAMPAIGN] - by Randal Snyder
Unit skill affects the cost of the mech. Each pilot is a Aerotech
specialist to the unit and cannot be moved between The mercenary force can purchase VTOLs, but fighters
vehicles/mechs unless their unit is destroyed. See the cannot be purchased for missions. Instead, the players
Purchase New Units section. can purchase an airstrike or other air support.
Alternatively, you can have a player roll 3d6 and compare Supply Pool
the Starting Funds table: Each player can have a Supply Pool that provides the
supplies needed for repairs and ammunition reloads. Any
3d6 Starting Funds (PV)
unit with the Cargo Transport (CT) or Infantry Transport
3 100
(IT) ability can carry supplies. 1 ton of supplies costs 1 PV
4 200
5 300 and must be purchased prior to the Jump Phase.
6 400
Supply vehicles normally do not enter combat, but they
7 500
8 600 must accompany the Battlegroup in order to resupply it. A
9 750 player must purchase supply vehicles as normal.
10 900
Each unit that reloads ammo and each point of damage
11 1,050
12 1,200 repaired consumes 1 ton of supplies. If a Battlegroup runs
13 1,400 out of supplies, they can no longer repair or reload ammo.
14 1,600
15 1,800 Battlegroups can refill their supply pool by Stripping Parts,
16 2,100 Capturing an Objective with the Supplies resource, or
17 2,400 requesting a Supply Drop. See the Strategic Actions
18 3,000 section for more detail.
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Your Mercenary Force’s reputation determines the Recording Your Mercenary Force
maximum quality of pilot you can hire. Starting players Now that you have picked your units you should record
can only hire Veterans and below (Skill 3 and up). the data in a spreadsheet or notebook to keep track of
your units.
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January 20, 2017 [BATTLETECH ALPHA STRIKE CAMPAIGN] - by Randal Snyder
Getting Started
Campaigns differ from standard BattleTech Alpha Strik world map. Record the starting location on each
play by allowing players to track their progress over time Battlegroup card. Keep in mind that the defender
and through several different missions. should not know the objective and must place his
units on the map to protect as many objectives as
Each player rolls 2d6. The player with the higher total possible.
chooses if they will defend or attack. Reroll on a tie. 5. Draft reinforcements. The defender can create up
to 3 separate Reinforcement Battlegroups. Each
The Defender
group may cost up to 10% of the defender’s
If you have a Game Master, you may alter the guidelines
starting PV. See the section on Reinforcements in
below. Specifically, the GM may want to lower the
the Special Rules chapter.
defender’s starting PV as the garrison forces will defend
the primary objectives. The defender must do the The Defender’s Mission
following: The defender’s mission is to prevent the attacker from
1. Choose/Design a World Map and provide a copy accomplishing their mission’s objectives AND to prevent
to the Attacker. the capture of 3 optional objectives.
2. In secret, but with an impartial witness, roll 2d6
The Attacker
and consult the Defender PV table. Multiply the
The attacking player must perform the following steps:
attacker’s Battle Force PV by the modifier. The
defender typically has a PV equal to the attacker, 1. Draft your Battle Force. You may build a new
but they must split their forces to try and defend Battle Force or continue using an existing one.
a greater area. If you do not wish to roll, then the 2. The attacker must disclose the PV of their
defender gets a roll of 7. attacking force to the defender.
3. Draft your Battle Force. You may use an existing 3. Review the world map provided by the Defender.
Battle Force as long as the total PV is equal to or (see below)
lower than the PV limit above. Thus, if the 4. Choose a Mission (see the section on Missions
attacker has a 600 PV force and your roll was 10, below). The mission determines the objectives
then you can start with a force up to 1.1 times the and payment and should be kept secret.
attacker’s value – 660 points. 5. Record mission details on a separate piece of
paper.
Defender PV
2d6 Multiplier
2 0.3
Attacker Missions
3 0.4 The Attacker must choose 1 mission. This becomes the
4 0.5 player’s primary objective. Each mission type has its own
5 0.6
6 0.7 objectives. If the mercenary fails to achieve the objective,
7 0.8 then they lose the remainder of their payment.
8 0.9
9 1 Unless specified in the description, the mission objective
10 1.1
11 1.2
is secret. Do not reveal it to the defender.
12 1.3
Assassination
4. Defensive units are divided into Battlegroups and The employer wants a VIP killed. This happens to be a
each group must be deployed anywhere on the pilot of one of the defender’s units. Pick a unit at random.
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The defender must reveal the unit and its starting The Bank is defended by 1-3 platoons of Laser Foot
location. If this pilot is killed, then the objective is Infantry, and the attacker must capture the building
successful. without destroying it. Capturing the building can be done
as a Strategic Action or in combat by eliminating the
The players may negotiate terms for the battle if they defenders and having at least 1 platoon occupying the
choose. Bank.
Alternately, if the defender refuses to fight, then the Success grants the attacker 40 PV in loot in addition to
Attacker will achieve the objective if they successfully normal payment.
Loot 3 different locations. The embarrassment of refusing
to face the challenge is an effective political tool. Beachhead
The attacker must capture a Military Base (Medium), Air
Asset Recovery Base (Heavy), or Space Station (Heavy).
A spy leaked information to the attacking force and now
needs to be extracted. However, their cover is blown and After defeating any defending forces, the attacker must
they are now hiding from the defender. hold the objective for 3 rounds. At the end of the 3rd
round, the attacker’s employer will arrive with
After the Intel phase, the attacker must disclose the
reinforcements of three companies (36 mechs/vehicles
location where the spy is hiding. This location cannot be a and up to 15 platoons) in three Union Dropships. The
city, military base, or outpost. attacker can choose the units which can be worth up to
When a player reaches the objective they can assign twice the attacker’s starting PV.
Infantry platoons the action to search for the spy. Each Any anti-aircraft weapons can attempt to shoot down the
infantry platoon gathers 1 piece of information per point
dropships as normal.
of Armor and Structure remaining.
Once the Union Dropships have landed, the attacker’s
The defender must gather 20 pieces of information to mission is complete. The campaign can continue following
capture the spy. The attacker needs to gather 10 pieces of
the Beachhead campaign model.
information.
For Example: If the attacker started with 600 PV then the
If the spy is captured add the spy to the Battlegroup. reinforcements can be worth up to 1200 PV.
Treat the spy as a Foot Infantry unit with 1 point of
Structure and Move: 2”. They can ride in a vehicle or Capture & Loot
mech. Capture a building or objective and successfully Loot the
building. This mission requires infantry and the defender
The attacker must successfully transport the spy to the gains 1d6 Laser Foot Platoons that must defend the
dropship. The defender must successfully transport the objective. The building must not be destroyed.
spy to a city, space port, or military base.
1d6 Laser Foot Platoon (MV 2”, Skill 4, Armor 2,
If the spy is killed as a result of battle, the mission fails. Structure 1, Damage 1/1/0)
Bank Robbery Capture & Hold
The attacker must attack a City (Light), Modern City Infantry required. Capture an objective and hold it for 3
(Medium), Modern Capital City (Heavy), or Capital City rounds. The infantry enters the building and installs
(Medium) and designate one building on the defender’s special hacking equipment, which allows your employer
half of the map as “The Bank” (40 CV). to crack security and collect data.
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Once the objective has been held, the attacker must Raid the Countryside
designate one unit to carry the data. The data module In order to cause embarrassment and foster a sense of
may be transferred to any other unit in the Battlegroup insecurity, the mercenary team must capture or Loot four
prior to entering combat. If the unit carrying the data is different objectives.
destroyed, then the mission failed.
Taking Hostages
Decoy The attacker’s employer wants high value hostages to be
Select an objective on the map as a target. Draw the used in future negotiations. The attacker must attack a
opponent’s forces away from the target. To achieve the Capital City (Medium) or Modern Capital City (Heavy) and
objective, all of the defender’s forces must be 10 hexes must have a unit with the IT ability.
away from the objective for 3 or more strategic rounds.
As a Strategic Action, the attacker must assign at least one
Once the objective has been met, the mercenaries can platoon to Loot to find politicians in the area. Perform the
move towards the extraction point. Looting action as normal, but the value looted is reflected
by the value of the hostages found. The employer
Destroy Target requires a minimum of 30 PV worth of hostages which will
The objective point must be destroyed by taking a occupy a minimum of IT3. Once 30 PV worth of hostages
minimum of 40 points of damage. The target must be in a
has been recovered, the attacker may begin extraction.
city. If the target is not destroyed during combat it may be The Attacker gets to keep any PV in excess of the 30 they
destroyed as a Strategic Action. collected.
Targets generally include the following:
Payment
Anti-Aircraft Bunkers Each mission will earn the mercenary force 50% of their
Power Generators attacking force’s PV paid up front. In addition, if the
Mech/Vehicle repair facilities mission is successful, they will receive an additional
Communications hubs payment worth 50%.
Ammunition/supply depot Thus, a mercenary force that is worth 600 PV will earn
These buildings are typically protected by anti-mech 300 PV paid up front and 300 PV when the mission
barricades and security forces. successfully completes.
If combat occurs, the attacker must designate a hex or All repairs to surviving units are included in the contract
object as the objective by writing it down on his even if the mission failed.
Battlegroup card. The target may be destroyed as a Further, mercenaries are allowed to keep any loot and
Strategic Action or in combat. salvaged units that they recover from battlefields.
Escort Objective Bonuses
The mercenary team is charged with escorting a supply Players that destroy key objectives will be paid extra.
caravan from the drop zone to another objective point. Destroying a building, such as a Comms Tower, is worth ½
This route must be no less than 15 hexes away from the the CV.
drop zone. The caravan includes 3 Heavy Battlemech
Recovery Vehicles (MV 8w, A/S 1/3). For Example: A destroyed Comms Array (40 CV) is worth
20 PV.
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Battlegroups
Players must organize their units into Battlegroups. These For Example: Bravo Company has one Battlegroup of 12
are simply units that move together. If a player has more mechs and 4 support units that are assigned the Action of
than five Battlegroups, then they may only take actions Destroying a Building. All 16 units are assigned to that
with five Battlegroups per Strategic Action Phase. task.
Multiple Battlegroups can occupy the same hex on the However, the opponent moves a battlegroup into the
World Map. same hex and engages in combat. Because the
battlegroup engaged in combat, their action is
The players should record the unit description of a interrupted, even units that did not enter combat.
Battlegroup on a 3x5 card or other record sheet. Units can
split from a group to form their own group or they can Battlegroup Movement
move to another group so long as the two groups occupy Battlegroups move at the speed of the slowest unit in the
the same location. group. Record this movement rate on the Battlegroup
card and include all of the abbreviations for the types of
If two allied Battlegroups occupy the same hex, they can
movement of each unit. Jumping is ignored. Infantry can
be merged into a larger group.
be loaded into APCs or other vehicles with the CT or IT
Battlegroup changes must be made at the beginning of ability. Any infantry that cannot be loaded into Transports
the Strategic Action Phase. See Phases of the Mission for must be treated as a standard unit for purposes of
more details. movement.
For Example: Player 1 has two groups that consist of a Movement on the World Map is discussed under the
light lance and a slower assault lance. When he first lands World Map section below.
he wants to combine the two groups into a single
For Example: A group of mechs (MV 8) that includes
Battlegroup. However, as he moves towards his objectives
wheeled (MV 8w) and tracked units (MV 6t) will record its
he separates the two lances to form two Battlegroups.
movement as (MV 6t/w).
After the light lance completes its mission it rejoins the
assault lance and becomes a single Battlegroup.
Terrain Restrictions
A Battlegroup bogs down in terrain that is restricted for
Organizing Battlegroups any single unit in the group. Moving through restricted
Units are normally divided into Battlegroups based on terrain costs one additional Movement Point.
their function. Fast units are normally assigned to a
For Example: Hovercraft are restricted from entering light
scouting battlegroup while support units may be
woods. A group with a lance of mechs and one hovercraft
separated into their own battlegroup. All units in a
entering light woods would spend 3 MP instead of the
battlegroup are committed to the action assigned to the
usual 2.
battlegroup.
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World Map
World maps are generated from Hexographer. The free Time Scale/Movement
edition is available from http://www.hexographer.com/ Each Strategic Round is two hours and each hex is roughly
equal to 10 km. Moving through a clear hex will cost 1
You will need a minimum of 3 copies of the map. One for
Movement Point (MP).
each player and one common map. The common map is
used for tracking Radar Blips. A 40x40 hex map is roughly 400km (248 miles) square.
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Terrain
Hexographer includes a large variety of terrain types. Point cost increases by +1. Beside the MP cost of each
Moving a Battlegroup through a hex dominated by these terrain below is the summary of Prohibited movement
types of terrain costs additional movement points. VTOLs types.
and other aircraft can ignore underlying terrain and
always cost 1 MP per hex. Clear (1 MP)
Objectives (Varies)
Objectives on the map use the terrain cost of the
Hills (2 MP)
underlying hex. Entering an objective controlled by an
opponent ends the Battlegroup’s movement.
Prohibited Movement
Some units cannot effectively move through certain Mountains (4 MP – B, H, T, W)
terrain. If a Battlegroups moves through terrain that is
prohibited for at least one of its units then the Movement
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Locations/Features/Objectives
The following are some of the objectives and features on 3d6 Laser Foot Platoon (Skill 4, Armor 2, Structure
the map. Each entry includes a description and a list of 1, Damage 1/1/0)
resources that the location provides. Any defensive units 2d6 ER Large Laser Turrets (Skill 4, Armor 4,
are dedicated to defending each site and will not move Structure 1, Damage 1/1/1)
away. 2d6 Heavy Wheeled APC (SRM) (MV 12w, Skill 4,
Armor 2, Structure 1, Damage 1/1/0, Special: EE,
Any objective that shows up on the map, but does not
IT3, SRCH)
have a description provides the “Loot” resource.
2d6 x 30 PV Garrison Units
Defenses Garrison Units
Many of the Features/Objectives below include a level of Garrison Units are second-line units that are no longer
defense in parenthesis. These levels are summarized considered viable for front-line battle. As a result, they
below. Defenses and objectives specific to the location tend to be older technology and less effective than the
are listed under the Defenses. latest equipment available.
Light When a defense force has Garrison Units you may choose
Level 2 Walls (12 CV) any combination of units from the Garrison Units table or
Power Generator for Turrets (40 CV) create your own list. Their total PV may not exceed the PV
2d6 -6 Laser Foot Platoon (Skill 4, Armor 2, limit rolled for the garrison defense.
Structure 1, Damage 1/1/0)
2d6 -6 ER Large Laser Turrets (Skill 4, Armor 4, Garrison Units Random
PV Unit %
Structure 1, Damage 1/1/1)
6 Ferret Light Scout VTOL (Standard) 1-4
2d6 -6 Heavy Wheeled APC (SRM) (MV 12w, Skill 8 Laser Foot Platoon 5-8
4, Armor 2, Structure 1, Damage 1/1/0, Special: 9 Warrior Attack Helicopter H-7 9-12
10 Savannah Master Hovercraft (Standard) 13-16
EE, IT3, SRCH)
11 Laser Jump Platoon 17-20
2d6 -6 x30 PV Garrison Units 12 AC/2 Carrier (Standard) 21-24
15 Commando COM-2D 25-28
Medium 15 Cyrano Gunship (Standard) 29-32
15 Goblin Medium Tank (Standard) 33-36
Level 2 Walls (12 CV)
16 Cicada CDA-2B 37-40
Power Generator for Turrets (40 CV) 16 Spider SDR-5D 41-43
2d6 -3 Laser Foot Platoon (Skill 4, Armor 2, 16 J. Edgar Light Hover Tank (Standard) 44-46
17 Bulldog Medium Tank (Standard) 47-49
Structure 1, Damage 1/1/0) 17 Clint CLNT-1-2R 50-52
2d6 -3 ER Large Laser Turrets (Skill 4, Armor 4, 18 Assassin ASN-101 53-55
Structure 1, Damage 1/1/1) 19 Partisan Heavy Tank (Standard) 56-58
20 Jenner JR7-D 59-61
2d6 -3 Heavy Wheeled APC (SRM) (MV 12w, Skill 20 Panther PNT-9R 62-64
4, Armor 2, Structure 1, Damage 1/1/0, Special: 20 Po Heavy Tank (Standard) 65-67
21 Hermes II HER-2S 68-70
EE, IT3, SRCH)
22 LRM Carrier (Standard) 71-72
2d6 -3 x 30 PV Garrison Units 25 Schrek PPC Carrier (Standard) 73-74
26 SRM Carrier (Standard) 75-76
Heavy 26 Whitworth WTH-1 77-78
Level 2 Walls (12 CV) 26 JagerMech JM6-S 79-80
27 Enforcer ENF-4R 81-82
Power Generator for Turrets (40 CV) 27 Rommel Tank (Standard) 83-84
2d6 Hardened Bunkers (40 CV) 27 Trebuchet TBT-5N 85-86
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28 Vindicator VND-1SIC 87
28 Hunchback HBK-4G 88
30 Dervish DV-6M 89 Air Base
30 Dragon DRG-1N 90 All fighters and anti-air defense forces are in the air due
30 Quickdraw QKD-4G 91
31 Ontos Heavy Tank (Standard) 92 to the invasion. All that remains are VTOLs and transport
33 Catapult CPLT-A1 93 aircraft. Any aircraft on the base are damaged and require
39 Grasshopper GHR-5H 94 refueling and repair.
39 Awesome AWS-8Q 95
40 Zeus ZEU-5T 96
42 BattleMaster BLR-1S 97
Resources: Supplies, Loot x2, Insurgency, Mech Bay,
44 Cyclops CP-10-Q 98 Requisition Vehicles
45 Banshee BNC-3S 99
52 Atlas AS7-D 00 Defenses: (Heavy)
Comms Array (40 CV)
Industrial Mechs
Hardened Aircraft Hangar (40 CV)
If a location has Industrial Mechs use the following. Roll
Mech Bay (25 CV)
1d6 to determine which mech is available.
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Resources: Insurgency, Loot, Primitive Repair, Recruit, Resources: Insurgency, Loot, Mech Bay, Recruit,
Requisition Vehicles Requisition Vehicles
City, Modern
Modern cities are technological marvels and centers of Dangerous Creatures
commerce, politics, and industry. Their value to a region is This area is known to have large, rare predators. Potential
matched by its moderate defense forces. damage to infantry. Roll 2d6 for each platoon. On a roll of
10+ that platoon takes 1 damage.
Resources: Loot x2, Recruit, Requisition Vehicles, Anti-
Aircraft Defenses, Mech Bay Resources: Loot
Defenses: (Medium)
1d3 Anti-Aircraft Bunkers (40 CV)
Aerospace Radar (40 CV)
Factory
Factories build all sorts of objects from mech and military
vehicles, civilian transports, to solar panels, and other
consumer goods.
City, Modern Capital
Capital cities hold the center of power for the region and Resources: Loot x2, Insurgency, Primitive Repair, Recruit,
pose a political and strategic advantage. They tend to be Requisition Vehicles
heavily populated and house a substantial defense force.
Defenses: (Light)
Resources: Anti-Aircraft Defenses, Insurgency, Loot, Mech 1d6 Chemical Storage Containers (4 CV)
Bay, Recruit, Requisition Vehicles *Destruction causes 2” diameter fire/smoke.
1d6 Factories (25 CV)
Defenses: (Heavy)
1d6 Industrial Mechs
1d3 Anti-Aircraft Bunkers (40 CV)
Aerospace Radar (40 CV)
Mech Bay (25 CV)
Fort
Forts are little more than light military outposts or
barracks. They tend to have a handful of defenders.
Defenses: (Light)
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Defenses: Ruins
1d6 Industrial Mechs Ruins are ghost towns, abandoned factories, or other
formerly inhabited urban environment.
Resources: Loot
Oil Well
These sites tend to include fuel processing plants, fuel
storage tanks, and a supply of industrial equipment and
vehicles.
Space Station
The space station includes a dropship platform and
Resources: Loot, Requisition Vehicles interstellar communications array. Destruction of all of
the aerospace radar disables all anti-aircraft defenses in
Defenses: (Light) the map area.
1d6 Industrial Mechs
2d6 Fuel Storage Tanks (4 CV) *Destruction Resources: Anti-Aircraft Defenses, Dropship landing zone,
causes 2 Damage in a 4” template. Loot, Repair, Recruit, Requisition Vehicles, Mech Bay
Fuel Processing Plant (25 CV) *Destruction causes
Defenses: (Heavy)
2 Damage in 2” of the Plant building.
1d3 Anti-Aircraft Defenses (40 CV)
Aerospace Radar (40 CV)
Sub-Space Comms Array (40 CV)
Military Base
All military bases are on high alert. However, their
primary forces are deployed with the Defender’s units. As
Town
a result, only a small garrison force remains.
Smaller communities tend to sprout up along trade routes
Resources: Supplies, Insurgency, Loot x2, Requisition and along roads. Towns are lightly populated and feature
Vehicles, Mech Bay some urban and rural terrain.
Village
Radiated Area Villages are little more than a small cluster of buildings or
Contaminated. Roll 2d6 per unit. On a roll of 10+ the unit residences. Most villages tend to be farm communities or
becomes sick and suffers +1 penalty to their Skill for the are tied directly to a factory or mine.
remainder of the mission.
Resources: Loot, Recruit, Requisition Vehicles
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Dropship Speed consume the Supply Pool as the dropship carries its own
A dropship can travel the entire length of the World Map repair supplies.
in less than one turn.
Dropship Resources
Dropship Hit Dropships are mobile bases, and as a result gain special
During the Jump, Drop and Landing Phases, a Dropship resources.
may become damaged by aerospace defenses.
All dropships include the Supplies resource and
Follow the instructions during each phase. If the dropship teams may refill their Supply Pool.
is hit, the Dropship Hit Result table shows the amount of Union and Overlord dropships may use their
damage caused and how long it will take to get the weapons to attack aircraft. As a result, the
dropship repaired. opponent must treat the dropship as Anti-Aircraft
defenses. An opponent’s Supply Drops must be
When a dropship is damaged, the units it holds may take
made more than 10 hexes from the dropship.
damage. For each vehicle, mech, or platoon of infantry,
Any units that are salvaged from the hex occupied
roll 2d6. On a roll of 12, the unit takes 1 point of damage.
by the dropship may be loaded into the dropship
Dropship Hit Result without first being repaired or requiring a
2d6 Result replacement pilot.
10 2 Turns/4 Damage
11
12
4 Turns/8 Damage
8 Turns/16 Damage
Jump Phase
The first step to completing a mission is getting there. The
Dropship Damaged Jump Ship has dropped out of hyper-space and entered
If the dropship was damaged, add the results of the the system. Dropships and fighters are deployed in
damage together. The dropship cannot take off until it is combat formations. System defenders scramble to
repaired. intercept the invading forces while the attacker’s
aerospace fighters swarm to protect the dropships.
If a dropship receives enough damage to reduce its
Structure to 0 then it is destroyed. If the dropship was For each of the attackers Dropships, the Defender rolls
airborne, then all units carried by the dropship are also 2d6. On a roll of 10 or higher, the defender was able to
destroyed. cause damage to the dropship. See the Dropship Hit
Result table.
For Example: During the Jump phase the ship was
damaged for 4 Turns/8 Damage. Then during the landing Drop Phase
phase, it was damaged for an additional 2 Turns/4 In a desperate battle, the defenders and attackers
Damage. As a result, the dropship cannot move from its scramble for dominance as the dropships enter orbit and
location for 6 Turns and has received 12 points of begin to descend into the atmosphere. Meanwhile the
damage. defense forces select the dropships as their primary
targets.
Repairing a Dropship
The crew of a dropship will work on repairing it at a rate For each of the attackers Dropships, the Defender rolls
of 2 points per Strategic Action Phase. The player may 2d6. On a roll of 10 or higher, the defender was able to
choose to assign a Battlegroup to perform additional cause damage to the dropship. See the Dropship Hit
repairs. This follows the guidelines provided in the Special Result table.
Rules section for Repairs. Repairing the dropship does not
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At this point, the dropships have entered the atmosphere Combat Phase
and are heading for the drop zones. The attacker must Before beginning the Combat Phase, declare all other
choose one hex per dropship for a landing zone unless the Strategic Actions. Combat affects all Battlegroups located
attacker controls a Space Station, Military Base, or Air in the hex. Both sides must decide which Battlegroups are
Base. Additionally, each dropship must declare a flight entering into combat or are performing other Actions.
path.
For Example: A battlegroup including 12 mechs and 4
Dropships are not very maneuverable. The attacker must support vehicles is attacked by an opponent. The
choose his entry point from anywhere on the map’s edge. controlling player decides that all 12 mechs will engage in
The dropship must move five spaces in one direction combat while the 4 support vehicles capture objectives.
before it can turn one hex face. The landing zone must be As a result, only the 12 mechs are placed on the
clear, flat terrain (no hills, woods, or mountains). battlefield.
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If the attacker makes it to the extraction zone and the It will take an additional 2d6 rounds to line up a new drop
dropship has landed, then the attacker is considered safe zone. When the dropship returns, they must choose a
from the defender’s forces. new extraction hex.
Strategic Actions
Each round during the Strategic Action Phase the player If a player chooses to entrench his Battlegroup then they
can have their Battlegroups perform the following can change the initial engagement rules. Their units can
actions. be placed anywhere they want on their half of the battle
map. Up to ½ of the entrenched Battlegroup can be
In parenthesis beside the action is a list of unit types that hidden (rounded down), plus an additional number of
must be present in the Battlegroup in order to attempt units per the Battlefield Intelligence guidelines.
the action. Each Battlegroup can attempt one action per
round. If skill checks are required, the player may roll Entrenching allows the player to choose 2 pre-plotted
once per unit that qualifies for that function. artillery targets in addition to any granted by Battlefield
Intelligence.
For Example: If you have 4 Combat Repair Crews in a
Battlegroup then all four Platoons must work on the same In addition, if the player has mines they may choose
task. However, the player would be able to make four skill where to hide them once the battlefield is ready. A Mine
checks. Deployment unit can make 4, 2 inch minefields per mine
layer.
Note: You can take actions with up to 5 Battlegroups per
Strategic Action Phase. Loot (Platoon)
Platoons may attempt to recover Loot. Loot includes
Capture Building (Any) stolen C-Bills, valuable intelligence, replacement parts,
If a Battlegroup enters an objective hex, they must spend ammunition, and so on.
one full round without engaging in combat to capture an
objective building. Each unit assigned to the Battlegroup For each platoon that is assigned to looting, roll 1d6, and
may capture 1 building. multiply the amount times the number of armor points
and structure remaining on the platoon. The result is how
For Example: A Major City includes 2 Anti-Aircraft
many PV worth of loot the platoon has recovered.
Defenses, Mech Repair, Power Generator, and Turrets. A
Battlegroup of 2 Infantry platoons can capture any two of Record the Loot value on the Battlegroup’s card. If this
these objectives. Battlegroup survives the mission, then the Loot is added
to the player’s total PV.
Destroy Building (Any)
During the Strategic Action Phase each unit in a Loot can be transferred to a different Battlegroup as long
Battlegroup can be assigned to destroy one building as both Battlegroups occupy the same hex at the
inside location. beginning of the Strategic Action Phase.
Entrench (Any)
Entrenching cannot be interrupted.
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If a Battlegroup enters a hex occupied by an opponent’s Recruited platoons must be of any standard Foot or
Battlegroup then movement for all units in those hexes Motorized type. Jump, VTOL, and Mechanized infantry are
ends, even if they have not attempted to move this unavailable.
round. Entering an objective controlled by an opponent
will also end a Battlegroup’s movement. Recruiting
2d6 Result
8-9 1 Pilot/Crew/Platoon
Negotiate Surrender (Any) 10-11 2 Pilot/Crew/Platoon
If the Attacking Player enters a hex that includes 12 4 Pilot/Crew/Platoon
*Defender gains +2 loyalty bonus
Defenses, but none of the Defending Player’s units, they
may spend one Strategic Action Round negotiating the Refit (Special)
terms of surrender. A refit action allows the Battlegroup to take several
Compare the PV of the defense force to the PV of all actions including Reload, Repair, Salvage, and Strip Parts.
attacking units in the Hex. If the defense force has a lower Players must declare which units will be performing each
PV, there is a chance that they will surrender without a of the following actions prior to any skill rolls.
fight. A unit may receive the benefits of multiple Refit actions as
Both players roll 2d6 and add modifiers. If the Attacker’s long as the player has resources available. Thus a unit can
roll wins, then the Garrison Force surrendered without a be salvaged, reloaded, and repaired in one Strategic
fight. Action Phase.
The following round, the attacker may Requisition For Example: A Battlegroup chooses to Refit. It includes 6
Vehicles to capture any defense force units. mechs and 2 infantry platoons assigned to reload, 4
mechs and 5 Combat Repair Crews assigned to repair, and
Negotiate Surrender 2 Combat Repair Crews assigned to Salvage.
Resource Modifier
Defender Reload (Platoon (any), Battle Armor, Supply Pool)
-Loyalty +2
Any unit that was not reloaded after combat and does not
-Defender within 10 hexes +2
Attacker have the ENE special ability will run out of ammunition
-Per 100 PV over defender +1 during the next combat if they roll a 2 for an attack roll.
-Has artillery +1
-Per 5 MHQ +1 Running out of ammunition reduces the unit’s damage
rating by 1 for each Range category. (This is a modified
version of the rule presented under Repairs, Purchases,
and Rearming in Alpha Strike p119)
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Each unit that is reloaded will consume 1 ton from the Salvage Mech/Vehicle (Combat Repair Crew)
Supply Pool. A unit using special ammo consumes 2 tons. If the Battlegroup includes Combat Repair Crew, they can
be put to work salvaging wrecked mechs and vehicles. See
If the Battlegroup includes ammunition carriers, then 8 the Special Rules for Destroyed vs. Wrecked Units.
mechs or vehicles can be reloaded per ammo carrier.
A Combat Repair Crew platoon can make one salvage skill
Infantry Platoons and Battle Armor can also reload test per Repair Point. Only one roll can be made per
vehicles and mechs. One platoon or battle armor can wrecked unit. If that roll fails, then the unit is treated as if
reload one mech or vehicle per point of Armor and it was destroyed and cannot be salvaged.
Structure remaining. A standard fully healed Foot Platoon
can reload 3 mechs or vehicles. The target number is equal to the Combat Repair Crew’s
skill +5. On a successful roll the unit is salvaged. A
Repair (Combat Repair Crew, Supply Pool) salvaged vehicle/mech can be repaired enough to get it
Each Combat Repair Crew that is deployed with the running by spending time on repairs. (See repairs)
Battlegroup can attempt a field repair of critical hits,
structure, or armor. The repair Target Number is equal to In order to get a salvaged mech/vehicle working, Combat
the skill of the Combat Repair Crew plus modifiers from Technicians must repair a minimum of 1 Structure and the
the Repair Skill Check table. engine must be fully repaired.
Roll 2d6. If the Repair roll is successful then the Platoon If the Battlegroup does not have a spare pilot or crew, see
gains 1 Repair Point per point of armor and structure the special rules for Captured Units.
remaining on the platoon. A fully healed platoon has 3
If both teams leave a battlefield, then they cannot return
Repair Points.
to collect salvage. Local militias, scavengers, etc. will have
Each dot of damage on the unit card will cost one Repair claimed any remaining units. However, if a single unit is
Point and 1 ton from the Supply Pool. Thus if your left behind, then the salvage may be claimed later.
movement took 2 hits, it will take 2 Repair Points and 2
tons of supplies to fully repair movement. Strip Parts (Combat Repair Crew)
If a unit is Destroyed or the player does not wish to
Excess repair points can be applied to other vehicles or salvage it, you can strip the unit to recover useful parts.
mechs. Combat Repair Crew can strip parts from one unit per
Repair Point. Stripping a unit will provide 10% of the unit’s
All Structure points must be repaired before armor. standard PV, rounded normally. All salvaged PV are based
Any unused Repair Points may be used to salvage or strip on a skill of 4. Thus if you strip an Atlas worth 55 PV you
parts instead. will recover 6 PV by stripping the unit.
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Requisition Vehicles (Platoon) Supply Pool. Thus a unit with CT10 that used 6 tons of
A platoon can be sent into a city or outpost to steal supplies can resupply back to its maximum of 10 tons.
civilian vehicles. These vehicles are treated as unarmored
wheeled vehicles. Attacks made against these vehicles Supply Drop (any)
causes damage directly to the platoon occupying them. A Battlegroup can request a supply drop for
reinforcements, supplies, and replacement troops. The
Requisitioned vehicles require a pilot/crew. See the drop zone must be more than 10 hexes from any Anti-
special rules for Captured Units. Aircraft defenses. If the Supply Drop includes replacement
mechs, vehicles, or infantry, the drop location may be in
Swift Wind Scout Car (ICE Cargo) – MV 16w, any Clear hex and is treated as a new Battlegroup.
Armor 1, Structure 1, CT3 Otherwise, the Supply Drop must be in the same hex as
Battlemech Recovery Vehicle (Standard) – MV the requesting unit.
12w, Armor 0, Structure 2, Cargo: CT10
Heavy Battlemech Recovery Vehicle (Standard) – New units purchased this way cost twice the normal PV
MV 8w, Armor 1, Structure 3, Cargo: CT30 for the unit including modifiers due to skill.
Paramour Mobile Repair Vehicle (Standard) – MV
Supply Pool must be requested by the ton and costs 4 PV
8t, Armor 2, Structure 3, Cargo: CT15, IT5
per ton instead of the usual 2 PV. Any Supply Pool
Resupply (Supplies) provided by a Supply Drop can be used the following
Any unit carrying the Supply Pool may be assigned to round.
Resupply. A unit with the CT ability may fully reload their
Special Equipment
Active Probes point of Structure and Armor. A fully healed platoon
If a unit is equipped with an active probe such as Beagle provides 3 Repair Points.
or Watchdog, it will reveal any hidden opponent vehicle
For simplicity, use the following Alpha Strike Unit. These
or mech units within 6 hex range on the World Map.
units are available for all eras and ignore restrictions
Units using active probes cannot be hidden or protected based on date or technology:
by ECM. However, active probes can be turned off, thus
For purposes of calculating costs in the Master Unit List,
enabling the unit to benefit from ECM. Follow the
use the following unit as a proxy for the Combat Repair
guidelines for Searching For Hidden Units under the
Crew:
Special Rules section, except that the range is increased to
http://www.masterunitlist.info/Unit/Details/664/combat-
six hexes.
engineer-royal-engineer-platoons-royal-guards
Ammunition Carriers
ECM
The following units are considered ammunition carriers:
If units have ECMs they are invisible to radar and other
J-27 Ordinance Transport electronic tracking devices except for Active Probes.
J-37 Ordinance Transport However, units hidden by ECM will still show up on the
map if they are within Visual Range of an objective or
Combat Repair Crew enemy Battlegroup.
In order for a unit to be repaired, it requires a Combat
Repair Crew. Combat Repair Crews gain 1 Repair Point per Players with ECM must track their locations on their
Battlegroup sheet, but do not need to disclose the
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locations to their opponent. However, there is a chance unit treated by MASH may receive one of the following
that a signal gets through and a radar echo is caught. treatments per Strategic Action Phase:
Before the ECM unit is moved, roll 2d6 for each ECM Remove one skill penalty due to entering
enabled unit in the Battlegroup. If the total on all ECM contaminated areas.
systems is 10 or higher, then the Battlegroup is exposed. Infantry can recover 1 point of Structure or Armor
Place a marker on the map as if the Battlegroup did not per platoon.
have ECM. The Battlegroup remains visible until it moves Wounded crew/pilots may return to combat.
again and passes an ECM check. Critical crew/pilots become Wounded.
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Special Rules
This section includes special rules on how to handle each bombing run. Non-mercenary defenders can request
unusual situations. The player affected by the rule is listed a bombing run at no cost.
in parenthesis.
When the air strike arrives, the player makes a single
Artillery (Any) Altitude Bombing run with up to 3 bombs of the same
Artillery can be used by either player. When entering an type. The bomb type must be declared before the attack
Engagement, the owner of the Artillery must declare if is made.
the Artillery units are on-board or off-board.
Altitude Bombing attacks are made from high altitude to
Off-board artillery will have a minimum of 2 round flight evade ground-fire. A roll of 9+ hits its target.
time.
Bombing Run Availability
Roll Result
Attacking a Dropship (Any) 2-4 None available for remainder of combat
Dropships are exceptionally valuable. If a dropship is 5-9 Not possible this round
attacked and damaged where all of its armor is depleted, 10-12 Air Strike Available
Dropship Ransom Destroyed If the Battlegroup does not have a spare pilot or crew,
Leopard 64 128 then you can cause 1 point of damage to an infantry unit
Union 56 112 to pilot the recovered vehicle. These pilots are assumed
Overlord 66 132
to have a 5 skill.
Battle Armor as Infantry (Any)
When Looting or Searching, battle armor is not as
Crew/Pilot Survival
When a vehicle or mech is destroyed in combat there is a
effective as Infantry due to their smaller numbers. Battle
chance that the pilot and crew are rescued.
Armor provides ½, of any resources provided. Round up.
Any unit that is destroyed due to bombs, artillery, or
Bombing Run (Combat, Any)
critical hits will kill the crew automatically. Critical hits
Either player can call in an Altitude Bombing Strike during
that will kill the crew include ammo hits that destroy a
the Combat Phase. However, resources are limited as
unit, a 2nd engine hit, unit destroyed, and crew killed.
there is a battle going on overhead for control of the
skies. For all destroyed units roll 2d6 and compare the results to
the Crew Survival table. A VTOL that is destroyed will gain
At the beginning of the round, players can declare if they
a +1 modifier per elevation at the time the VTOL was
are calling for a bombing run and they roll 2d6 on the
destroyed. Thus if a VTOL is cruising at 4 levels above the
Bombing Run Availability table. If the roll is 10 or higher,
ground then it would have a +4 modifier to the roll.
then a bombing run is available.
Uninjured and Mobile Crew are treated as infantry with 1
Only one bombing run can be purchased or requested per
point of structure and movement of 2 inches. Wounded
combat round. Mercenary players must pay 10 PV for
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crew cannot return to combat unless healed following the Forced Withdrawal (Non-Player Units)
rules in Alpha Strike. Players may ignore the Forced Withdrawal rules if they
choose (AS p27). Units provided by the objective’s
Wounded, Immobile crew survived the destruction of
defenses must adhere to the Forced Withdrawal rules.
their unit, but cannot move due to serious injuries. Units
that are Critical cannot move and will die unless the Off-Board Units (Any)
player has a unit with the MASH ability. Critical wounds If the engagement rules allow for Off-Board Units, then all
are healed in the same way as normal wounded units. Off-Board Units are assumed to be no more than 34
inches past the edge of the battlefield.
Crew/Pilot Survival
Description Base T#
Uninjured 2-4
When two Battlegroups begin standard combat, a player
Wounded, Mobile 5-6 must declare which units are on-board or off-board. If
Wounded, Immobile 7-8 units are on-board they may be attacked by the
Critical, Immobile 9-10
Killed 11-12 opponent’s force. If they are off-board, the opponent
Notes: must defeat the on-board forces before engaging the off-
+1 for non-mech units board units. This allows the off-board units an
+1 each for VTOL elevation
opportunity to Retreat.
Defender & Dropships
A player that attempted to retreat and failed must have
A defending player has access to dropships following the
all units on-board.
same rules as the attacker. All defender dropships in the
area are only available at the Space Station objective. Insurgency (Defender)
If the attacker remains in an objective with the Insurgency
Destroyed vs. Wrecked Units
resource, the local community will form a militia. Roll 2d6
For purposes of these rules when a unit loses all of its
and compare to the Insurgency table. If the roll is 10 or
armor and structure it is considered “wrecked”. You can
higher, then the defending player gets to choose which
attempt to salvage wrecked units. A “destroyed” unit is so
actions to interrupt. If the roll is 12, then the militia was
badly damaged that it cannot be salvaged.
able to interrupt all actions that round.
Units become destroyed if:
Thus if the attacker is attempting to repair, capture an
A wrecked unit takes additional damage. objective, and Loot and the insurgency gets two critical
The unit is wrecked by artillery, bombs, hits, then the defender can choose which two actions to
ammunition explosion, a second engine hit, or interrupt.
unit destroyed critical result.
Insurgency
An airborne VTOL that was wrecked due to Description 2d6
standard damage. No Effect 2-9
Disrupt 1 Action 10
Disbanding a Force (Any) Disrupt 2 Actions 11
Disrupt All Actions 12
If a mercenary force’s PV value falls below the starting PV
value, then the player can disband the force and start Interrupting Actions (Any)
over with a new force. When a Battlegroup declares their actions during the
Strategic Action Phase, they do not complete the action
until the end of the Strategic Action Phase. Any action
other than movement can be interrupted by combat.
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Combat affects all Battlegroups in the location. The not leave the hex unless they successfully Retreat as
players must declare which Battlegroups are engaged in described in the Combat Phase.
combat. Any Battlegroup that engages in combat will
have their actions interrupted. Battlegroups that are not If combat resumes, you may completely rebuild the
engaged in combat will have their actions interrupted battlefield. This represents the forces attempting to
only if their team is defeated. maneuver within the terrain before reengaging.
Interrupted actions are negated and the action is not Reinforcements (Defender)
completed. At the beginning of the Strategic Action Phase, the
defender can request reinforcements from other regions.
For Example: Bravo Company has three Battlegroups in Roll 2d6. On a roll of 10 or higher reinforcements have
one hex. The support group will capture objectives. The arrived.
repair battlegroup will repair damaged units. And the
mech Battlegroup is prepared for battle. The reinforcements begin as a single Battlegroup and
cannot exceed 10% of the defender’s starting PV. The new
The opponent chooses to engage in combat with a large Battlegroup must start at the edge of the map chosen by
force. As a result, Bravo Company has their mechs the defender. The defender gains a maximum of 3 waves
engage. Combat ensues and Bravo Company loses. As a of reinforcements.
result, all remaining Bravo Company Battlegroups in that
hex have their actions interrupted. For example: Our defender originally started with 600 PV.
That gives us 60 PV to use for reinforcements.
Ransom (Any)
If a team captures a pilot, crew, or infantry, they can Replacement Crew/Pilots
attempt to ransom them back to their opponent at the If a player needs to replace a pilot or crew, the price for
end of the mission. The capturing player must have the replacement crew is equal to the difference in PV cost
transports available to transport the captured pilots. between a Skill 7 unit and the desired skill.
Pilots/Crew are valued equal to the difference between For Example: A Commando COM-1B costs 9 PV at skill 7
the unit’s cost with skill 7 and the Pilot/Crew’s skill. or 18 PV at skill 3. To replace this pilot will cost 9 PV.
Ransom is equal to ½ of this cost.
An Atlas AS7-D costs 37 PV with skill 7 or 52 PV at skill 4.
Non-mercenary teams must pay the ransom. If the Thus it costs 15 PV to replace this Atlas pilot.
mercenary force fails to pay, they lose one point of
Replacement Units
reputation.
After a mission, a player may replace any units lost during
For Example: A Po Heavy Tank crew is captured. The unit the prior mission. If the player has a pilot or crew from
normally costs 20 PV or 14 PV with skill 7. The crew is another destroyed unit, then replacement units use the
worth 6 PV or 3 PV for ransom. cost for a skill value of 7. Otherwise, they must pay full
price based on the skill of the pilot/crew.
Running Out of Time
If you are in the middle of combat and need to stop the Pilot skill is limited based on the Reputation of the
game due to lack of time, both forces disengage while Mercenary force. See Reputation under Skill
they regroup. Improvement.
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Upgrading Units
After a mission the mercenary is awarded their PV for Thus if your Reputation is 15 then you can purchase units
completing the mission and they can purchase new mechs introduced in 3065 and earlier.
and vehicles.
Pilot Skill Limit
Players may also sell their old mechs for stock price. If the The Pilot Skill Availability table shows the number of
player wishes to retain their pilot, the replacement unit skilled pilots a player may HIRE based on their Reputation.
price is treated as though it has a skill of 7. This does not restrict the skill of pilots that were
improved over time.
Transferring Pilots to New Units
Pilots may only be transferred to units of the same size. For Example: A merc unit with a Reputation of 8 can hire
Thus a skill 3 pilot of a Size 1 Locust can be moved to a up to 50% of his pilots with skill 3, and one pilot with a
Size 1 Jenner if you wanted, but could not be moved to a skill of 2. However, that merc unit had improved its skill
Size 4 Atlas. after three missions so has several units with a skill of 2
and even has a couple units with a skill of 1. If these pilots
Reputation are killed and the player wants to replace them then the
A character gains reputation points based on the number limits in the table apply.
and quality of their missions. A higher reputation score
grants you access to more advanced tech and even Clan Pilot Skill Availability
Max Pilots
tech.
Reputation Skill 3 2 1 0
0-5 Unknown 25% 0 0 0
The following gains you Reputation: 6-10 Green 50% 1 0 0
11-15 Veteran Unlimited 2 1 0
Attacker 16+ Elite Unlimited 4 2 1
Tech Limitations
The campaign starts with 3050 technology and the player
can only purchase units that were introduced up to this
date or before. Your reputation is added to date.
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Objective Defense PV
None 50
Light 100
Medium 200
Heavy 400
Missions
Beachhead missions are the same as the default game.
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Tables
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Dropships
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Defenses
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Industrial Mechs
Roll 1d6
1. 4.
2. 5.
3. 6.
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Requisitioned Vehicles
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Garrison Units
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