2 Alpha Strike
2 Alpha Strike
2 Alpha Strike
List submission deadline: 7pm, 30th October. Lists submitted after this time cannot be used. If players choose to
share a list prior to the deadline cutoff, the last shared list at the time of cutoff must be played.
Players to bring: For Override games, printed cards, with forced withdrawal points marked. For AS games, printed
cards with scale conversion to 1:1 complete and forced withdrawal points marked
Mission description: The battlefield is divided into 6 equal grid zones. One grid zone at a time, will be capable via
tonnage for 3 consecutive turns. After the 3 turns, the next grid zone will go hot via random activation and the
previous grid zone will go cold. The same grid square may be activated several times or consecutively throughout the
scenario.
Deployment: All players will move onto the board on turn 1 via their respective 16’’ deployment opening.
Objectives to win: The player with the most grid captures will win the mission. The first grid will go hot at the start of
turn 2. A draw results in no players winning and all players returning home in tears.
Round robin benefits: The player that wins the mission may allocate to 1 Round Robin character that was deployed
on this mission and survived with the following SPA: Melee Master
Turn length: 10
Forced withdraw: No
Alternate munitions: No
Do my units need to be era specific (Therefor available to at least any faction for the specific era) on MUL? Yes
Skill values: Gunnery and Piloting skills must be within the 2-5 range
Particulars:
TMM Dice:
Red = Piloting check. Purple = Stealth Armor turned on. Blue = ECM turned on (Not powering stealth) Yellow = C3
network capable. Green = Immobilised or shutdown. White = Forced withdraw.
Because we leave destroyed miniatures in play and cover them in smoke for cosmetic purposes, these can interfere
with game mechanics. Hulks and smoke associated, does not in any way impede movement or line of sight. If a hulk
or hulk smoke will interfere with gameplay, the hulk may be removed from the board or ignored.
Partial cover:
Friendly or enemy units do not block line of sight. Partial cover works both ways. If one player deems cover exists,
both units will gain the +1 modifier.
Forests:
forest edges are marked by the tips/edges of the individual tree hex base outline. With advanced AS:CE rules
detailing +1 modifier per inch of forest up to a maximum line of sight of 3’’. Forests are played as level 2 for line-of-
sight purposes.
Painted rocks are scatter terrain and maybe moved through or on, if a unit doesn’t sit on it, just move the painted
rocks. However large painted rocks should be treated as impassible terrain. Buildings are played with only the
ground floor and roof top taken into consideration as levels. Units may move between the two, however it takes a
full turn movement to do so.
Templates:
Even though Override is in the 1:1 scale. All templates for area of effect weapons, including ECM etc, will be based
on the 2:1 scale.
All sensors / probes require line of sight to function. In override piloting skill is used, in Alpha Strike skill is used. The
modifiers are Short = +1, Medium = +2, Long = +3, Extreme = +4. Vehicle sensors = 4” Mech sensors = 8” LPRB = 12”
PRB = 16” BH = 24”. ECM/AECM bubbles will intefere with sensors/probes as long as the signal enters the bubble.
Forced Withdrawal:
Alpha Strike: When half a units structure rounded up remains, the unit is placed in forced withdrawal. When in
forced withdrawel, in each end phase, including the end phase in which the unit enters forced withdraw, a 2D6 roll is
made to check if the unit “Rallies”. The target number is 8+. If the unit rallies the unit may act as normal the
following turn. If the unit fails to rally, the unit must move at sprinting speed towards their board edge and may not
fire weapons or take place in mission objectives that turn.
Override: When half a units Torso structure rounded up remains, the unit is placed in forced withdrawal. When in
forced withdrawel, in each end phase, including the end phase in which the unit enters forced withdraw, a 2D6 roll is
made to check if the unit “Rallies”. The target number is 8+. If the unit rallies the unit may act as normal the
following turn. If the unit fails to rally, the unit must move at sprinting speed towards their board edge and may not
fire weapons or take place in mission objectives that turn.
Is not permitted
Going prone:
Is permitted, however the action takes the entire movement profile of the mech to achieve.
Battlefield Intelligence:
In Override and Alpha Strike games, units with the following Alpha Strike special abilities gain a commulative
battlefield intel score. This score should be recalculated each end phase. The player with the highest score will gain a
+1 to their respective initiative roll. It is the player whos intent is to use these abilities to track them and apply them
during gameplay.
Alternate munitions: Only the following alternate munitions shall be permitted for use and must be declared prior
to game commencement or units will be counted as deployed with only standard ammunition. Units may deploy
with one 1 type of alternate munition, but will always have the option to utilise normal ammunition as well.
Override:
Alpha Strike:
Unit specifics:
- Duplicated units can only be feilded as a maximum of 2 per game without the gamemasters prior approval
- If a player intends to deploy an aerospace asset, or an artillery unit. The commander must notify other
players of their intent to do so during the list build phase.
- Aerospace units may be fielded in Alpha Strike games but not in Override games. Advanced aerospace units
will be determined in the mission file if permitted to be fielded
- A maximum of 1 aerospace unit per player maybe fielded unless the scenario dictates otherwise
- Artillary units are valid in both Override and Alpha Strike games. Differences from the rules as written are
the following: When tartgeting an enemy unit via a POI, the centre base of the target must be the POI. A
missed artillary shot will scatter using a scatter dice and a 2D6 distance rule.
- A maximum of 1 artillary capable unit per player maybe fielded unless the scenario dictates otherwise
- At ranges greater than 30’’, a +6 range modifier applies
- Coolant trucks may attempt to ‘hook up’ to a heat tracking unit by being in base contact during the end
phase. In order to successfully connect, a PSR equal to the coolant trucks Piloting ability must be made. From
the following turns heat phase, the connected unit shall receive -1 heat. When the two units move outside
base contact, or jumping movement is used, it is counted as a disconnection and a new hookup must be
made.
- The coolant trucks CT/IT ability is sacrificed to fill that space with coolant fluid
Use of Special Pilot Abilities (SPA) gained from mission victories:
- During the list building process, commanders must approach each other and request to field a character who
has earned an SPA if they intend to deploy one. It is expected, but not required, that the opposing
commander shall then in turn field a character within thier own force who has an SPA. The type of SPA
intended to be fielded should not be discussed. As a final conclusion, if either commander wishes the
opposition to not field their character with an SPA, that character cannot be fielded.
- Only one character with an SPA maybe fielded for each side in each battle
- If that character is killed in battle, the SPA is lost