TEXT: Alpha Strike Errata v2.4 
   
  Page 1 of 24 
   
  Alpha Strike 
  (Version 2.4 – Second Printing Errata) 
   
  The following is a compiled rules errata for the second printing of Alpha Strike as of 6 June 2018. 
   
  FULL SECOND PRINTING ERRATA 
  There have been two releases of Alpha Strike to date: 2013 (first printing) and 2015 (second printing): you can check page 
  5 of the book to determine which one you have.  This section contains all current rulings for the 2015 second printing of 
  Alpha Strike ONLY.  If you have the first printing of this book, this document is incomplete: you need the full AS Errata v2.4 
  instead. 
   
  This section combines all previously issued errata with the new additions of version 3.0, so that every ruling is in order and 
  in one place.  Entries new to a given errata release in the 2.X series are numbered (e.g., any item that was new to v2.1 is 
  marked with a “①”, etc.); any item new to v2.4 is marked with a “④”.  All page number references are for the first 
  printing. 
   
  Please note that, in the interests of brevity, typo and minor formatting corrections have not been listed unless they affect 
  an understanding of the rules. 
   
   
  Introduction 
  ① Tabletop and Terrain (p. 8) 
  Second sentence 
   
  The rough “real world” scale for this battlefield is approximately 7.5 meters per inch, making the recommended table sizes 
  generally equivalent to a battlefield size 360 to 540 meters across. 
  Change to: 
  The rough “real world” scale for this battlefield is approximately 15 meters per inch, making the recommended table sizes 
  generally equivalent to a battlefield size of 1080 × 720 meters. 
   
   
  Introductory Alpha Strike 
  ② Movement Phase (p. 13) 
  Before “Minimum Movement” insert the following new section: 
   
  Mobile vs. Immobile 
  A unit with a Move value of at least 1” is considered mobile, while a unit with a Move value of 0” is considered 
  immobile. Mobile units that have either been temporarily reduced to a Move value of 0”, or are no longer able to 
  move at all (through heat effects, critical hits, motive system damage, etc.), are also classified as immobile for as long 
  as they have a Move value of 0”. An immobile unit cannot use minimum movement. 
   
  ④ Stacking (p. 13) 
  After the second paragraph insert the following: 
   
  If a unit is forced to move or arrives at the same location as another unit that would violate the stacking rules, the 
  moving or arriving unit must be placed as close to the location as possible (based on how much Move the unit would have 
  to expend to move to the location) by the unit’s player. If the resulting terrain is prohibited to the unit, the unit is 
  destroyed. 
   
   
   
  
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  ② Step 1: Determine Physical Attack Type (p. 19) 
  Under “Special Physical Attacks”, break the third and fourth sentences off into a new paragraph and change them as 
  follows: 
   
  Charges and Death From Above attacks are declared in the Movement Phase. They can only be declared if the 
  attacking unit can move far enough to end its movement in base-to-base contact with its target, and only against targets 
  that have already completed their movement. (In addition, a Death from Above attack may only be attempted by units 
  that have sufficient jumping Move to reach the target.) Once declared, they cannot be aborted or changed by the 
  attacker. 
   
  ① Cooling Down (p. 20) 
  Replace the second paragraph with the following: 
   
  Assuming no external source of Heat is applied, if a unit outside of water (or in water terrain of less than 1 inch in 
  depth) made a weapon attack in the current turn—but does not use Overheat—its Heat Level will remain unchanged in 
  the End Phase. A unit in water of 1 inch in depth or more that used only 1 point of Overheat will also not change its 
  current Heat Level in the current End Phase. 
   
   
  Standard Alpha Strike 
  Additional Game Terms for Standard Alpha Strike (p. 23) 
  1) ① Insert the following new paragraph: 
   
  Infantry: Infantry includes both conventional infantry and battle armor. 
   
  2) ② Insert the following new paragraph: 
   
  Airborne: Any unit that is in the air, whether an aerospace unit or a ground unit such as a WiGE or VTOL, 
  counts as airborne. Units that are hovering or jumping, have landed, or are taxiing/taking off are not considered 
  airborne. 
   
  3) ③ Insert the following new paragraph: 
   
  Heat-Tracking Units: Only ’Mechs and Aerospace Fighters track Heat in Alpha Strike. All other unit types are 
  non-heat tracking units. 
   
  ② Force Balancing (p. 24) 
  Insert the following table: 
   
  SKILL RATING TABLE 
  Skill Description 
  Unit Skill Rating 
  Wet Behind the Ears 
  7 
  Really Green 
  6 
  Green 
  5 
  Regular 
  4 
  Veteran 
  3 
  Elite 
  2 
  Heroic 
  1 
  Legendary 
  0 
   
   
   
   
   
  
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  ① Adjusting for Skill (p. 24) 
  At the end of the subsection insert the following new paragraph: 
   
  Drones: Units equipped with a Drone (DRO) special use the Skill of their remote operator to determine any PV 
  modifiers for Skill. Remember, however, that such drones always receive a +1 Skill value due to their nature, so a drone 
  operated by a Skill 4 operator must be valued as if the drone unit has a Skill of 5. 
   
  ② Forced Withdrawal (Optional) (p. 27) 
  1) In between the first and second paragraphs insert the following new paragraph: 
   
  Forced Withdrawal and Transports: A unit making a forced withdrawal will not mount or stay mounted on 
  any transport unless that transport is also making a forced withdrawal and the transport’s Move is at least as fast 
  as the unit’s own Move. A transport making a forced withdrawal will not slow down to load or unload (for 
  example, to unload cargo). The transport can mount/dismount units that do not cost any Move to 
  mount/dismount. 
   
  2) Under “Crippling Damage”, last bullet point 
   
  The unit has been immobilized through Critical Hit effects. 
  Change to: 
  The unit has been immobilized through damage, Critical and/or Motive Hit effects. 
   
  ④ Stacking (p. 13) 
  After the second paragraph insert the following: 
   
  If a unit is forced to move or arrives at the same location as another unit that would violate the stacking rules, the 
  moving or arriving unit must be placed as close to the location as possible (based on how much Move the unit would have 
  to expend to move to the location) by the unit’s player. If the resulting terrain is prohibited to the unit, the unit is 
  destroyed. 
   
  ③ Movement Cost Table (p. 30) 
  Under “Terrain Type” column, Water section 
   
  Depth 0”-1” – change to Depth 0” 
  Depth 2”-3” – change to Depth 1” 
  Depth 4”+ – change to Depth 2”+ 
   
  ① Additional Movement Rules (p. 32) 
  Before “Jumping” insert the following new subsection: 
  This ruling has changed from previous errata versions. 
   
  Standstill 
  A mobile unit that chooses to move less than 1 inch in the current turn and has not been transported that turn is at 
  a standstill. A unit that is standing still is easier to hit, but this also improves the unit’s ability to hit with its own attacks 
  (see pp. 36-37). 
   
  ③ Transporting Infantry (p. 32) 
  1) Under “Infantry Transports”, second paragraph, first sentence 
  This ruling has changed from previous errata versions. 
   
  It costs an infantry transport unit 2 inches of Move to mount (pick up) or dismount (drop off) battle armor or 
  infantry. 
  Change to: 
  It costs an infantry unit 2 inches of Move to board a transport. 
   
  
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  2) Under “Infantry Transports”, third paragraph, after the first sentence insert the following: 
   
  It costs neither the transport nor the transported unit any Move to do so. 
   
  3) Under “Infantry Transports”, fourth paragraph, first sentence 
   
  Regardless of the infantry unit’s type, it may not use any Move in the turn it dismounts from its transport, but it 
  may execute attacks during the Combat Phase. 
  Change to: 
  After an infantry unit dismounts from a transport, it may not use any further Move that turn. However, it may still 
  execute attacks during the Combat Phase. A dismounting unit has a TMM of 0, but is considered to have used 
  ground movement and thus cannot be at a standstill that turn. 
   
  4) Under “Infantry Transports”, at the end of the paragraph insert the following new paragraph: 
  This ruling has changed from previous errata versions. 
   
  If a transport is destroyed, any units it is transporting are destroyed as well. 
   
  ④ Transporting Infantry (p. 33) 
  1) Under “Mechanized Battle Armor”, replace the second paragraph with the following: 
   
  Mounting and dismounting battle armor from an Omni unit follows all the same movement rules as does 
  mounting and dismounting infantry from a dedicated infantry transport. 
   
  2) Under “Extended Mechanized Special Ability”, second sentence 
   
  However, the transport mounted by these units will not only have to spend 2 inches of Move to pick up such 
  units, it will lose 2 inches of Move per turn as long as the XMEC unit remains on board. 
  Change to: 
  However, the transport mounted by these units will lose 2 inches of Move per turn as long as the XMEC unit 
  remains on board. 
   
  Step 1: Verify Line of Sight (p. 34) 
  1) ② At the end of the first paragraph insert the following: 
   
  There is a maximum range to line of sight for ground units of 42”. This may be reduced if using advanced 
  environmental conditions (see Environmental Conditions, p. 92). 
   
  2) ② At the end of the second paragraph insert the following: 
   
  Conversely, if more than two-thirds of the attacking unit’s miniature is blocked from seeing the target miniature 
  by solid terrain, the line of sight is blocked. The blocking of line of sight works both directions: if the attacker is 
  blocked from seeing the target, the target is blocked from seeing the attacker and if the target is blocked from 
  seeing the attacker, the attacker is blocked from seeing the target. 
   
  3) ③ Under “Water”, delete the second paragraph 
   
  4) ③ Before “Underwater and Torpedo Attacks”, insert the following new paragraph: 
   
  Submerged Units: A unit in water deep enough to cover the unit’s entire height, such as a ’Mech unit standing 
  in water 2 or more inches in depth, is completely submerged (see Unit Heights, p. 99). A unit in water at least 1” 
  deep, but less than the unit’s height (such as a ’Mech unit standing in 1”-deep water) is partially submerged. Units 
  on the surface of the water (such as a hovercraft or naval vessel) are not submerged. 
  A completely submerged unit has LOS to and may attack completely or partially submerged units in the same 
  water feature (if a unit can trace LOS entirely through water, it is in the same water feature). Attacks are blocked 
  from a partially submerged or non-submerged unit to a completely submerged unit and also from completely 
  
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  submerged units to units on the surface of the water (in both cases, the TOR# special ability grants an exception; 
  see Underwater and Torpedo Attacks, below). LOS and attacks are blocked from a completely submerged unit to 
  a unit not in the same water feature. 
   
  5) ③ Under “Underwater and Torpedo Attacks”, replace the paragraph with the following: 
   
  Units with the TOR# special ability (see p. 48) can make torpedo attacks when partially or completely submerged 
  (see Water, above). In addition, torpedoes can be used to make attacks between submerged units and those on 
  the surface. Such attacks use only the unit’s TOR# damage. 
   
  ② Step 1: Verify Line of Sight (p. 35) 
  Under “Indirect Fire”, replace the entire entry with the following: 
   
  If a unit has the Indirect Fire (IF) special ability, it may still attack targets within its range (and firing arc) even without a 
  direct LOS. To use indirect fire, there must be a unit friendly to the attacker that has a valid LOS and is within 42” of the 
  target (if using advanced environmental conditions, see the Visual Spotting Range Table, p. 89). This friendly unit is the 
  spotter. 
  Indirect fire attacks use the range and movement modifier of the attacking unit, the movement modifiers of the target, 
  and terrain and movement modifiers based on the spotter’s LOS. An additional +1 to-hit modifier applies to the attack 
  itself. Another +1 applies if the spotter makes an attack of its own in the same turn. 
  Units with the IF# and LRM#/#/# specials may use all alternate munitions, Special Pilot Abilities, and Quirks available to 
  the LRM#/#/# special when making indirect fire attacks, but are limited to using the LRM special ability’s long range value 
  if it is lower than the IF special ability value. (For details on Special Pilot Abilities and Quirks, see the Alpha Strike 
  Companion). 
  A unit used as a spotter for an indirect fire attack may be used to spot for more than one IF attack in a turn, but cannot 
  choose more than one target to spot in that same turn. Note that aerospace units can spot for indirect fire while they are 
  in the Central Zone, provided they have the Recon (RCN) special ability. 
   
  ② Step 4: Determine To-Hit Number (p. 36) 
  At the end of the “Jumping” subsection insert the following new paragraph: 
   
  In unusual circumstances, attacks can occur during the Movement Phase. If an attack against a jump-capable target is 
  made before the target has moved this turn, assume the target used ground movement when resolving it (regardless of 
  how the target moved the previous turn). 
   
  ③ To-Hit Modifiers Table (p. 37) 
  Replace this table with the modified version attached to the end of this document.  Note that footnote numbering may 
  differ between the table provided herein and any that appears in print. 
   
  ② Step 4: Determine To-Hit Number [example text] (p. 38) 
  Replace the entire example with the following: 
   
  In the To-Hit Roll diagram, Alice’s ’Mech is at point A. The ’Mech she is attacking with has a Skill Rating of 3. It cannot 
  see Aaron’s ’Mech (at point B), since that unit is completely submerged. It can see the conventional infantry unit (at C), the 
  large support vehicle (at D), the ’Mech unit at point E, the ProtoMech at point F, and the vehicle at point G. Alice starts 
  with her Skill Rating of 3 and applies the rest of the modifiers. As Alice’s ‘Mech occupies Woods, all her attacks will have a 
  +2 to-hit modifier for Woods. 
  Here are her to-hit numbers: 
  The infantry unit at point C is 16” away, putting it at Medium range, which adds a +2 modifier. They have 2”f Move, 
  giving them a target modifier of +0. The Modified To-Hit Number is 7 [3 (Skill Rating) + 2 (medium range) + 2 (woods) = 7]. 
  The large support vehicle at D is 26” away—Long range, which adds 4. It has 5 Move, giving it a target modifier of +2. It 
  is a large support vehicle, which subtracts 1. The Modified To-Hit Number is 10 [3 (Skill Rating) + 4 (long range) + 2 (woods) 
  + 2 (target movement) –1 (Large) = 10]. 
  
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  The target ’Mech at E is 2” away, making it Short range, which doesn’t add a modifier. It has a Move of 10”/2”j. The 
  10” has a target movement modifier of +2, the 2”j has a target movement modifier of +0 and +1 jump for a +1 total. The 
  highest target movement modifier of +2 is used. Next, Alice adds 2 because it is in water that provides partial cover. The 
  Modified To-Hit Number is 9 [3 (Skill Rating) + 0 (short range) + 2 (target movement) + 2 (woods) + 2 (partial cover) = 9]. 
  Though Alice’s unit has LOS to ProtoMech at F, that unit is outside of her firing arc, so no shots at it are possible. 
  The vehicle unit at point G is 8” away, putting it at medium range for a +2 modifier. It has an 8” Move, giving it a target 
  modifier of +1. There are 2” of woods between the attacker and target, but occupied and intervening woods are not 
  cumulative, there is still only the +2 to-hit modifier for Woods. The Modified To-Hit Number is 8 [3 (Skill Rating) + 2 
  (medium range) + 1 (target movement) + 2 (intervening/occupied woods) = 8]. 
   
  ① Step 6: Determine and Apply Damage (p. 38) 
  Under “Mechanized Battle Armor”, at the end of the subsection insert the following new paragraph: 
   
  Area of effect (AoE) damage (see p. 39) ignores this process, damaging all units within the area of effect instead. 
   
  ④ Underwater Damage (p. 39) 
  Last sentence 
   
  If a submerged unit loses all of its armor, it automatically sinks and is considered destroyed. 
  Change to: 
  If a completely submerged unit loses all of its armor, it automatically sinks and is considered destroyed. 
   
  ② Step 7: Roll for Critical Hits (p. 40) 
  Under “Aerospace Units”, last sentence 
   
  The damage threshold for an aerospace unit is equal to one-tenth of the unit’s starting armor value, rounded up. 
  Change to: 
  The damage threshold for an aerospace unit is equal to one-third of the unit’s starting armor value, rounded up. 
   
  ① (p. 42) 
  Before “Resolving Physical Attacks”, insert the following new section: 
  This ruling has changed from previous errata versions. 
   
  RESOLVING ARTILLERY ATTACKS 
  Units with an artillery attack capability (indicated by the ART special) can deliver an additional artillery-only attack in the 
  same turn it executes a physical or weapon attack. Artillery follows the standard rules for making a weapon attack (see pp. 
  34-44), with the following additions. 
  Target: Artillery, when used in direct-fire mode, can target either a unit or a Point of Impact (POI). This POI is selected on 
  the map, and an area of effect template is placed at the final POI to determine which units the artillery damages. If the to-hit 
  roll succeeds, the POI selected is the final POI. If the to-hit roll fails (the attack misses), the POI will scatter (see below). 
  Artillery fired indirectly can only target a POI. 
  Range: Unless otherwise specified on the Artillery Range and Damage Table, artillery can reach Long range (or even 
  Extreme range, if that optional rule is in use: see p. 99). 
  To-Hit Number: Artillery attacks do not use range modifiers, instead applying a +4 to-hit modifier to all attacks, except for 
  Artillery Cannons (which use standard range modifiers) and when using Extreme range. This is in addition to the +1 to-hit 
  modifier applied to all area-effect attacks. Attacks targeting a POI ignore all target movement modifiers, including immobile. 
  Damage: Artillery damages all units in its area of effect. Artillery with an area of effect greater than 2” has two damage 
  values: one for units within the 2” area of effect, followed by the damage to units outside the 2” area of effect but within the 
  6” area of effect. 
  ③ Indirect Fire: Artillery can be fired indirectly (see Indirect Fire, p. 35). When fired indirectly, apply an additional –1 to-
  hit modifier if the spotter has the TAG or LTAG special ability and is within 24” of the target (6” for LTAG). 
  Scatter: If artillery misses the target (unit or POI), it will scatter. Using the Area of Effect Template, with the “1” location 
  indicating the map’s “northern” direction, the attacker rolls 1D6 and uses the numbers outside of the parentheses to find 
  which of the 6 possible directions the missed artillery attack will scatter. Once direction is determined, a second 1D6 roll 
  
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  result—multiplied by 2 if the attack is not from an Artillery Cannon—determines how many inches in that direction from the 
  original POI the missed shot will scatter to. This new location becomes the final POI. 
   
  Artillery Range and Damage Table 
   
  Artillery Name 
  Special 
  Max Range 
  Damage 
  Area of Effect 
  Arrow IV 
  ART-AIS/ART-AIC 
   
       2 
           2” 
  Thumper 
  ART-T 
   
       1 
           2” 
  Sniper 
  ART-S 
   
       2 
           2” 
  Long Tom 
  ART-LT 
   
      3/1 
           6” 
  Battle Armor Tube Artillery 
  ART-BA 
   
       1 
           2” 
  Artillery Cannons 
   
  Thumper Cannon 
  ART-TC 
     Medium 
       0* 
           2” 
   
  Sniper Cannon 
  ART-SC 
     Medium 
       1 
           2” 
   
  Long Tom Cannon 
  ART-LTC 
   
       2 
           2” 
   
  ② Motive Systems Damage Table (p. 42) 
  Add a † symbol to the –50% Move motive effect, after the asterisk.  In the footnotes section, apply the following changes: 
   
  *To a minimum of 0” Move; round fractions down 
  Change to: 
  *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”. 
   
  ① Step 7A: Roll for Motive Systems Damage (p. 42) 
  Replace the first two paragraphs with the following: 
   
  Vehicles are inherently more vulnerable to disabling hits than BattleMechs. Whenever a vehicle unit (including combat 
  vehicles and support vehicles) is damaged, roll on the Motive Systems Damage Table, applying the listed modifiers 
  indicated for the vehicle’s motive type. A result of “No Effect” means that the vehicle’s motive systems suffer no 
  additional damage this time. All other results indicate that the vehicle has suffered damage that will impair its movement 
  for the rest of the game. 
   
  ② Step 1: Determine Physical Attack Type (p. 43) 
  Under “Special Physical Attacks”, break the third and fourth sentences off into a new paragraph and change them as 
  follows: 
   
  Charges and Death From Above attacks are declared in the Movement Phase. They can only be declared if the 
  attacking unit can move far enough to end its movement in base-to-base contact with its target, and only against targets 
  that have already completed their movement. (In addition, a Death from Above attack may only be attempted by units 
  that have sufficient jumping Move to reach the target.) Once declared, they cannot be aborted or changed by the 
  attacker. 
   
  ② Step 4: Determine and Apply Damage (p. 43) 
  Under “Anti-’Mech Infantry”, first sentence 
   
  On a successful attack, the infantry unit delivers its normal damage to the target and rolls once for a critical hit on the 
  target unit, even if there is armor remaining. 
  Change to: 
  On a successful attack, the infantry unit delivers its normal Short range damage to the target, applicable HT effects (if any) 
  and, provided it does at least 1 point of Heat or damage, rolls once for a critical hit on the target unit, even if there is 
  armor remaining. This stacks with all other opportunities for the attack to cause a critical hit (such as damaging structure). 
   
   
   
  
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  ① Charge Attacks (p. 43) 
  Under “Damage to Attacker”, replace the paragraph with the following: 
  This ruling has changed from previous errata versions. 
   
  If the Charge attack is successful, the attacking unit also suffers 1 point of damage if its target is Size 3 or higher. This 
  damage does not count as an attack by the target unit, which may attack normally during its Combat Phase. 
   
  ① [example text] (p. 43) 
  Second paragraph, first sentence 
   
  If the Vindicator charges, Brian calculates that it will deliver 2 points of damage (7 inches ÷ 2 = 3.5; 3.5 x 0.5 = 1.75, 
  rounding normally to 2) on a successful attack, 
  Change to: 
  If the Vindicator charges, Brian calculates that it will deliver 2 points of damage (7 inches x 2 Size ÷ 8 = 1.75, rounding 
  normally to 2) on a successful attack, 
   
  ① Overheating (p. 44) 
  Before the “Maximum Overheat and Heat Scale Effects” section insert the following new section: 
  This ruling has changed from previous errata versions. 
   
  Deliberate Overheating (’Mechs Only) 
  Any ’Mech may deliberately “spike” its heat level by simply declaring its intention to do so during the End Phase of 
  any turn. This reflects the pilot willfully deactivating heat sinks in an effort to get his machine to run hotter than 
  normal. 
  This heat spike does not add to the unit’s weapon attack value. Instead, it simply increases the unit’s heat by 1 level 
  on the Heat Scale—to a minimum level of 1. This increase is applied after all other heat factors have been resolved, 
  including those created by fire, weapon attacks, and so forth, and after Cooling Down (see p. 45). 
  A unit that deliberately overheats in this manner only continues to do so as long as its controlling player declares 
  that it is deliberately overheating in each turn’s End Phase. Otherwise, the unit’s heat sinks will automatically 
  reactivate and the unit will cool itself normally. While deliberately overheating, the unit obeys all relevant rules for its 
  heat level, including the standard rules for Heat (see pp. 44-45), and—if the unit possesses it—those for the Triple-
  Strength Myomer (TSM) special ability (see p. 48). 
   
  ② Heat (p. 45) 
  After “Heat (HT#/#/#) Special Ability” insert the following new paragraph: 
   
  End Phase Heat Application: With the exception of Deliberate Overheating (see p. 44), any source that applies Heat 
  during the End Phase does so before Cooling Down occurs. 
   
  ① Cooling Down (p. 45) 
  Replace the second paragraph with the following: 
   
  Assuming no external source of Heat is applied, if a unit outside of water (or in water terrain of less than 1 inch in 
  depth) made a weapon attack in the current turn—but does not use Overheat—its Heat Level will remain unchanged in 
  the End Phase. A unit in water of 1 inch in depth or more that used only 1 point of Overheat will also not change its 
  current Heat Level in the current End Phase. 
   
  ④ BattleMech HarJel (BHJ) (p. 46) 
  Replace the entry with the following: 
   
  A ’Mech protected by HarJel ignores the additional “hull breach” critical hit checks required for being attacked while 
  underwater or in a vacuum. All other causes for critical hit rolls still apply as normal. 
   
   
   
  
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  ② Indirect Fire (IF#) (p. 47) 
  At the end of the paragraph insert the following: 
   
  Units with the IF# and LRM #/#/# specials may make use of all alternate munitions, Special Pilot Abilities, and Quirks 
  available to the LRM#/#/# special when making indirect fire attacks, but are limited to using the LRM special ability’s long 
  range value if it is lower than the IF special ability value. (For rules on Special Pilot Abilities and Quirks, see the Alpha Strike 
  Companion). 
   
  ① Infantry Transport (IT#) (p. 47) 
  At the end of this entry insert the following: 
   
  Infantry Transport can be reduced and the same amount of Cargo Transport, Tons (CT#, see p. 106) added to a unit prior 
  to the start of a game. 
   
  ① Mimetic Armor System/Light Mimetic Armor System (MAS/LMAS) (p. 47) 
  Replace the entire entry with the following: 
  This ruling has changed from previous errata versions. 
   
  Mimetic armors are similar to Stealth systems (see below) in that they make a target more difficult to hit with weapon 
  attacks (but not physical attacks). Unlike Stealth, to be effective mimetic armor requires its bearer to remain stationary. 
  If a unit with the MAS special ability is immobile or remained at a standstill during the this turn’s Movement Phase, all 
  non-physical attacks against that unit receive a +3 to-hit modifier for the remainder of the turn. LMAS functions the same 
  way, but provides only a +2 to-hit modifier. 
   
  ② Stealth (STL) (p. 48) 
  After the last paragraph insert the following new paragraphs: 
  This ruling has changed from previous errata versions. 
   
  A non-infantry unit with STL is (intentionally) blocking its own emissions with its ECM. Any non-infantry Stealth unit is 
  affected as if in an enemy ECM field (see ECM, p. 46), and cannot affect other units with its own ECM. However, if using 
  the ECM/ECCM optional rules (see p. 91), a unit with AECM may still generate a single field (ECCM only) while the Stealth 
  is on. 
  Toggling Stealth: To avoid being affected by its own ECM, a non-infantry unit with STL may toggle off its Stealth special 
  ability in the End Phase. Place a mark above or through the Stealth special ability to note that it is off. It may be toggled 
  back on in any subsequent End Phase. 
   
  ① Turret (TUR#) (p. 48) 
  Replace the second paragraph with the following: 
   
  Attacks made using the turret cannot be combined with any special attack ability not included in the unit's TUR special 
  ability. 
   
  ② C3 Boosted Systems (C3BSM# or C3BSS) (p. 51) 
  1) First paragraph, first sentence 
   
  and links one master unit (noted by C3BSM) with up to four slaves (noted by C3BSS). 
  Change to: 
  and links one master unit (noted by C3BSM) with up to three slaves (noted by C3BSS). 
   
  2) At the end of the entry insert the following new paragraph: 
   
  Standard and boosted C3 systems can be connected together into the same network. However, 
  communication is a two-way street: in such a network, communication with a non-boosted member is still cut off 
  as normal if data is transmitted through, or into, the effect radius of any hostile ECM. 
   
  
  Alpha Strike Errata v2.4 
   
  Page 10 of 24 
   
  ② C3 Emergency Master Computer (C3EM#) (p. 51) 
  Before the last sentence insert the following: 
   
  After the emergency master shuts down, the unit’s C3 slave also burns out. Even if the original master is restored, the 
  emergency master can no longer be a part of the C3 network until the C3 emergency master is repaired. 
   
   
  Abstract Aerospace System 
  ② Abstract Aerospace Movement (p. 54) 
  First paragraph, last sentence 
   
  Units with a current Thrust of 10 or higher can move two zones per turn. 
  Change to: 
  Units with a current Thrust of 7 or higher, if in the Outer or Middle Rings at the beginning of the Movement Phase, can 
  move two zones per turn. Units with a current Thrust of 10 or higher can move two zones per turn even in the Inner Ring 
  or Central Zone. 
   
  ② Hovering In Place (p. 54) 
  At the end of the paragraph insert the following: 
   
  The hovering unit, for its movement, moves to the end of its previous flight path. Then point its miniature across the 
  playing area to create a new flight path for the turn. 
   
  ① Abstract Aerospace Gameplay (p. 54) 
  In between “Hovering in Place” and “Entering and Leaving the Central Zone”, insert the following new subsection: 
   
  Entering the Inner Ring 
  When a unit moves from the Middle Ring to the Inner Ring, it is placed in the dotted approach lane matching the 
  Middle Ring it came from. This shows the attack direction the unit must take if it enters the Central Zone the next turn. 
  A unit leaving the Inner Ring can enter any Middle Ring area, not just the one matching the Inner Ring approach lane it 
  left. 
   
  ① Entering and Leaving the Central Zone (p. 54) 
  Replace this entry with the following: 
   
  Any unit that ends its movement in the Central Zone must be assigned a flight line across the ground battle table, 
  representing the terrain that the unit will pass over as it flies over the field. This flight line must always follow a straight 
  path. These units can make ground attacks or even land on the ground. 
  Assigning the flight line is as simple as placing the aerospace unit’s miniature on the edge of the ground table matching 
  the approach lane of the Inner Ring the unit moved from. A unit entering from the north approach lane of the Inner Ring 
  can be placed along the north edge of the ground table. A unit entering from the northwestern approach lane can be 
  placed along the northern half of the west edge of the ground table, etc. The unit’s front side is placed facing any direction 
  that crosses over at least 24 inches of the ground map. If miniatures are in short supply and are already being used to 
  track the unit’s place on the Radar Map, the mini can be removed from the Radar Map and represented by a token for the 
  turn (or turns) in which it is in the Central Zone. 
   
  ② Step 2: Verify Firing Arc (p. 55) 
  Under “Altitude Bombing”, first sentence 
  This ruling has changed from previous errata versions. 
   
  Similar to a strafe attack—but with bombs—altitude bombing allows an aerospace unit with the BOMB special ability to 
  select 2 or more points of impact (POIs) along its flight path, attacking each point with a minimum of 1 bomb point per 2 
  inches along the path. 
   
   
  
  Alpha Strike Errata v2.4 
   
  Page 11 of 24 
   
  Change to: 
  Similar to a strafe attack—but with bombs—altitude bombing allows an aerospace unit with the BOMB special ability to 
  select 1 or more points of impact (POIs) along its flight path. There must be at least one POI per 2 inches along the path 
  and a minimum of one bomb dropped at each POI. 
   
  Step 6: Determine and Apply Damage (p. 57) 
  1) ② First paragraph 
   
  damage is always delivered to the target’s front arc, 
  Change to: 
  damage is always delivered to the target’s front hexside attack direction, 
   
  2) ② Under “DropShip Attacks” 
   
  Strafing attacks by DropShips always use the unit’s front arc weapons, 
  Change to: 
  Strafing attacks by DropShips always use the unit’s front firing arc weapons, 
   
  3) ① Under “Strafing” 
   
  The damage from a successful strafing attack is equal to half of the aerospace unit’s Short range damage value 
  (rounded normally, to a minimum of 1 point), with any overheat damage added after halving the base damage. 
  Change to: 
  The damage from a successful strafing attack is based on the aerospace unit’s Short range damage value. Apply 
  half of this value, rounded normally (to a minimum of 1 point), unless the unit has ENE, in which case the full 
  value is applied. Any overheat damage is added after halving the base damage, but no special ability damage can 
  be applied (see p. 38). HT is applied, though this is halved as above even if the strafing unit has ENE. 
   
  ① Step 7: Roll for Critical Hits (p. 58) 
  Under “Aerospace Armor Thresholds”, second sentence 
   
  If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting 
  armor value, divided by 10, and rounded up. 
  Change to: 
  If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting 
  armor value, divided by 3, and rounded up. 
   
  ② Resolving Ground-to-Air Combat (p. 60) 
  Under “Determine and Apply Damage”, first paragraph 
   
  all damage against airborne aerospace units is resolved as if the aerospace unit is being hit in its front arc, 
  Change to: 
  all damage against airborne aerospace units is resolved as if the aerospace unit is being hit in its front hexside direction, 
   
  ② Ending Air-to-Air Engagements (p. 61) 
  1) Replace the second paragraph with the following: 
   
  Units choosing to continue an engagement must declare they are using their front firing arc in that 
  engagement. If the engagement continues (see below for resolving continuing engagements), the front firing arc 
  may not be used against any other target. If the unit has already attempted (successfully or not) to continue an 
  engagement this turn, the unit automatically is forced to choose not to continue any other engagements it is in. If 
  both players choose to continue the engagement, the engaged aerospace units must remain in the same region 
  during the next turn’s Movement Phase. Regardless, units in the Central Zone cannot continue the engagement: 
  all units in that zone automatically disengage during the End Phase. 
   
  
  Alpha Strike Errata v2.4 
   
  Page 12 of 24 
   
  2) At the end of the last paragraph insert the following new paragraph: 
   
  Central Zone: Units in the Central Zone with a continued engagement are moved to the Inner Ring during the 
  next movement phase. They cannot move out of the Inner Ring until their engagement is ended. 
   
   
  Advanced Options 
  ② Climbing (p. 62) 
  Second paragraph, last sentence 
   
  If attacked, units using Climbing movement are treated as though they have only half their Move (rounded down) when 
  finding their Target Movement Modifiers, and lose any Target Movement Modifiers for jump capability. 
  Change to: 
  If attacked, units using Climbing movement reduce their Target Movement Modifier by 1 (to a minimum of 0). 
   
  ② Sprinting (p. 63) 
  Second paragraph, last sentence 
   
  Attacks against Sprinting units use the unit’s modified Move rate, but also receive an additional –1 to-hit modifier. 
  Change to: 
  The Target Movement Modifier of a Sprinting unit is not changed by this increased sprint movement. 
   
  ④ Advanced Terrain Movement Cost Table (p. 68) 
  Under “Level Changes (up or down)”, double all Move Costs Per Inch, to +2”/+2”/+2”/+4” 
   
  ② (p. 70) 
  After “Bogging Down”, insert the following new section: 
  This ruling has changed from previous errata versions. 
   
  ADVANCED COMBAT OPTION: VARIABLE DAMAGE 
  The normal rules deliver all of the unit’s potential damage in a successful attack, but this is rarely the case in 
  actuality, as most units carry many weapon systems that feature subtle variances in their effective range, accuracy, 
  and damage output. To better simulate this effect, any time a unit executes a successful weapon attack, its controlling 
  player must roll 1D6 for each damage point the unit would deliver at that range under standard Alpha Strike rules. For 
  each die result of 3 or more, the attack delivers 1 point of damage (up to its maximum damage potential). 
  ② Overheat, NARC, bonus damage from attacking to the rear, and special abilities and other effects that add to 
  damage are also checked for variable damage, each point rolled for as described above. For example, a unit with 2/2/2 
  attacking at Short range to the rear of the target would roll three times: twice for its 2 damage at short range and once 
  for attacking from the rear. However, special abilities that apply effects other than damage (such as HT#/#/#) always 
  have their full effect even when using variable damage. 
  ② AMS, armor special abilities and other damage reduction effects are applied after checking for variable damage. 
  For example, if a unit with damage values of 3/3/2 and the IF special ability attacks a unit with AMS at medium range, 
  the attacker rolls three dice (for its 3 damage at medium range). The total damage is then reduced by 1. 
  Minimal Damage: A successful attack always delivers a minimum of 1 point of damage, even if all of the Variable 
  Damage roll results yield a 2 or less. 
   
  For example, an AWS-9M Awesome (attack values: 4/4/3) executes a successful attack against an enemy 
  Bushwacker at its Medium range. This attack would deliver 4 points of damage—the Awesome’s normal 
  Medium range attack value—under standard Alpha Strike rules, but the players are using Variable Damage 
  instead, so the player rolls 4D6. The individual die results are 2, 4, 6, and 5. As three of those dice are 3 or higher, 
  the Awesome delivers only 3 points of damage to its target. 
  When the Bushwacker returns fire, its standard Alpha Strike damage value of 3 at Medium range is likewise 
  resolved by rolling 3D6. Unfortunately for its controller, the rolls are 1, 1, and 2. Despite all three rolls resulting 
  in 2 or less, the Bushwacker delivers 1 point of (minimal) damage to its opponent. 
  
  Alpha Strike Errata v2.4 
   
  Page 13 of 24 
   
   
  0* Damage: When using the Variable Damage rule, units that deal 0* damage forego their usual damage roll. 
  Instead, its controlling player must make a 1D6 roll. If the result is 5 or higher, the attack delivers a single point of 
  standard damage. Otherwise, the attack still hits, but delivers no damage. 
  If a 0* variable damage attack is successfully delivered against a unit that is underwater or operating in vacuum, 
  and is susceptible to hull breaches, the attack will prompt a hull breach check even if it delivers no damage at all. 
  ② Area Effect Damage: Area effect damage is resolved separately for each unit in the area of effect. 
  Physical Attacks: Variable Damage does not apply to physical attacks. 
   
  ① Artillery Range and Damage Table (p. 73) 
  This ruling has changed from previous errata versions. 
  Replace the entire table with the version found on page 20 of this errata document. 
   
  ② Artillery (p. 74) 
  At the top of the page, before “Resolving Artillery Attacks”, insert the following new section: 
   
  Artillery Attacks while Airborne 
  An airborne unit can make artillery attacks, but only against ground targets (a unit or POI). In addition, only the 
  ART-AIS or ART-AC special abilities may be used and the attack must be indirect. Other artillery attacks (other artillery 
  types or direct-fire Arrow IV) can only be made while grounded. Airborne artillery attacks apply a +1 to-hit modifier. 
  If the attacking unit is on-board (including an aerospace unit with a flight path on the ground map), it follows the 
  artillery rules as normal. A unit with a flight path may choose any point along the flight path to make the attack from. 
  If the attacking unit is on the abstract aerospace Radar Map, it may make the airborne artillery attack from the 
  Inner Ring. This attack will have a flight time of 1 turn. 
   
  ① Step 3: Determine To-Hit Number (p. 74) 
  Under “Direct Fire”, replace the first paragraph with the following: 
   
  If an on-board artillery attacker has a valid Line of Sight to its target, the attacker may attempt to deliver a direct-fire 
  attack against the POI or target unit. Direct-fire attacks may not employ spotters, and apply the Direct-Fire Artillery 
  modifier as shown in the Artillery To-Hit Modifiers Table. In addition, a direct-fire on-board artillery attack must also apply 
  the standard weapon attack modifiers for intervening terrain, attacker movement modifiers and—if the target is a unit—
  the target’s type and movement modifiers. (Immobile target modifiers are never applied to a direct-fire attack: use a +0 
  target movement modifier for immobile targets of direct fire artillery attacks.) 
   
  ① Step 5: Determine and Apply Damage (p. 76) 
  Second paragraph, delete the second sentence and replace it with the following new paragraph: 
   
  Homing Rounds: The “NA” area of effect values for Arrow IV shown in parentheses apply only to homing rounds, which 
  have no area of effect in Alpha Strike. 
   
  ② Air-Defense Arrow IV (p. 76) 
  Third paragraph, second sentence 
   
  For targets in the Central Zone that are engaged in air-to-ground actions, treat the air-defense Arrow as if it is attacking at 
  Short range. 
  Change to: 
  If the target is in the Inner Ring, the range is Long. If the target is in the Central Zone, measure the distance from the 
  attacker to the target’s flight path (do not include any adjustment for altitude). If the flight path is at or within 24”, the 
  range is Short. If the flight path is more than 24” from the attacker, the range is Medium. 
   
   
   
   
  
  Alpha Strike Errata v2.4 
   
  Page 14 of 24 
   
  ④ Alternate Artillery Munitions (p. 76) 
  In between “Air-Defense Arrow IV” and “Cluster” insert the following new subsection: 
   
  Air-to-Air Arrow IV 
  Air-to-Air Arrow IV missiles require the ART-AC or ART-AIS specials. 
  The Air-to-Air Arrow IV is a weapon that enhances a unit’s air-to-air attacks, usable only be used by airborne units 
  targeting another airborne unit. Instead of making an artillery attack, an airborne unit may use its Air-to-Air Arrow IV 
  as an extra weapon attack in air-to-air combat. This attack may be attempted against targets in the Medium range 
  bracket or closer, and is resolved as a normal air-to-air attack (see pp. 58-60). A successful hit by an Air-to-Air Arrow IV 
  deals 2 points of damage to the target. 
  Air-to-Air Arrow IV missiles may not be used against ground targets. 
   
  ② Cluster (p. 77) 
  Left column, replace the second paragraph on the page with the following: 
  This ruling has changed from previous errata versions. 
   
  The damage from cluster artillery is based on a weapon‘s standard artillery damage, but is reduced by 1 point. This 
  modified damage applies to all targets within the original AoE template. For targets outside the original template but 
  within the expanded AoE template, the cluster artillery delivers half its modified damage (rounded down). Damage 
  reduced from 1 to 0 in this way, whether in the original AoE template or in the expanded AoE template, is instead reduced 
  to 0* (see Minimal Damage, p. 38). Thus, a cluster shot from an ART-LT weapon, which ordinarily inflicts 3 damage to the 
  point of impact, would be reduced to 2 points of damage to all targets with the 6” AoE template, and 0* damage to all 
  targets within the additional 2” of the edge of the 6” AoE template. 
   
  ③ Alternate Bomb Munitions (Bombs/Aerospace Missiles) (p. 78) 
  Under Arrow IV Missiles, last sentence 
   
  Thus, an aerospace unit with the BOMB8 special may carry up to 7 Arrow IV missiles, or 1 Arrow IV missile and 6 bombs of 
  other types, or 8 non-Arrow IV missile bombs. 
  Change to: 
  Thus, an aerospace unit with the BOMB3 special may carry up to 2 Arrow IV missiles, or 1 Arrow IV missile and 1 bomb of 
  another type, or 3 non-Arrow IV missile bombs. 
   
  ③ Arrow IV (Homing or Standard) (p. 78) 
  Second paragraph, second sentence 
   
  If the attack is made from the Central Zone or Inner Ring without the airborne unit on the ground map, the attack is 
  resolved as offboard artillery. 
  Change to: 
  If the attack is made from the Inner Ring, the attack is resolved as offboard artillery. The flight time for an off-board air-
  launched Arrow attack is 2 turns after firing for an attack from the Central Zone, or 3 turns if the attack was made from 
  the Inner Ring. 
   
  ① Alternate LRM/SRM Munitions (p. 80) 
  After the “Mine Clearance” subsection insert the following new subsection: 
   
  NARC 
  The benefits of attacking a NARC-tagged unit cannot be combined with the use of any alternate LRM/SRM 
  munitions. 
   
   
   
   
   
  
  Alpha Strike Errata v2.4 
   
  Page 15 of 24 
   
  ① Tandem Charge (p. 82) 
  Second paragraph, last sentence 
   
  This effect occurs whether or not the unit delivers a standard weapon attack or an attack using only its AC special ability. 
  Change to: 
  This effect occurs whether or not the unit delivers a standard weapon attack or an attack using only its SRM special ability. 
   
  ④ Alpha Strike Buildings Table (p. 84) 
  Replace the table with the following: 
   
  Building Type 
  CF Range    
  Weight 
  Damage Absorption 
  Collapse Damage  
   
  (Default)* 
  Capacity 
  Infantry Non-Infantry 
  (per each 4" height) 
  Standard*  
    Light, Small   
  1 (1)   
  1   
  1   
  0    
  0* 
    Light, Large 
  2 (2) 
  1 
  1 
  0 
  0* 
    Medium, Small  
  1 (1)   
  2   
  2   
  1   
  1 
    Medium, Large 
  2-3 (3) 
  2 
  2 
  1 
  1 
    Heavy, Small  
  1-2 (2)  
  3   
  3   
  2   
  2 
    Heavy, Large 
  3-6 (4) 
  3 
  3 
  2 
  2 
  Wall**  
    Light 
  1 (1) 
  1 
  1 
  0 
  0* 
    Medium 
  1-2 (2) 
  2 
  2 
  1 
  1 
    Heavy 
  2-3 (3) 
  3 
  3 
  2 
  2 
    Hardened  
  3-5 (4) 
  4 
  4 
  3 
  3 
  Gun Emplacement/Fortress* 
    Light, Small 
  1 (1) 
  1 
  2 
  1 
  1 
    Light, Large 
  2 (2) 
  1 
  2 
  1 
  1 
    Medium, Small 
  2-3 (2) 
  2 
  4 
  2 
  2 
    Medium, Large 
  4-6 (5) 
  2 
  4 
  2 
  2 
    Heavy, Small 
  3-6 (5) 
  3 
  6 
  3 
  3 
    Heavy, Large 
  7-18 (10) 
  3 
  6 
  3 
  3 
    Hardened, Small 
  6-10 (8) 
  4 
  8 
  4 
  4 
    Hardened, Large 
  12-30 (20) 
  4 
  8 
  4 
  4 
  Castle Brian 
    Heavy  
  35-90 (60) 
  3 
  10 
  10 
  10 
    Hardened  
  91-150 (120) 
  4 
  10 
  10 
  20 
  * Small buildings are generally 1”-5” in area, while Large Buildings are 6”+ 
  ** The CF is for enough damage to breach a wall in one 2” wide path. 
   
  Attacking Buildings (p. 85) 
  1) ④ Under “Attacking Units Inside Buildings”, third sentence 
   
  which indicate how many points of damage from each attack against a unit inside the building is instead delivered 
  by the building itself. 
  Change to: 
  which indicate how many points of damage from each attack against a unit inside the building is instead delivered 
  to the building itself. 
   
  2) ④ Under “Attacking Units Inside Buildings”, “Attacks from Within the Same Building”, at the end of the 
  paragraph insert the following: 
   
  Infantry attacking units from within the same building attack the unit directly (using the target’s TMM and other 
  modifiers, and with no damage absorption from the building). 
   
   
   
   
  
  Alpha Strike Errata v2.4 
   
  Page 16 of 24 
   
  3) ② In between “Attacking Units Inside Buildings” and “Building Collapse”, insert the following new subsection: 
   
  Attacks by Buildings 
  Standard buildings have no weapons and cannot make attacks. Advanced buildings will have their own unit 
  card and, if armed, can make attacks as a normal unit; such attacks receive the standard –1 to-hit modifier for 
  immobile units. An advanced building can make a standard weapon attack, a turret attack, and a REAR special 
  ability attack each turn if it has damage values for each of those (obeying the normal rules for combining REAR 
  and standard weapon attacks; see p. 48). 
   
  ② Blip Counters (p. 88) 
  At the end of the section insert the following new paragraph: 
   
  Combat with Blip Counters: A unit represented by a blip counter may make attacks as usual (see Self-Revelation, 
  above). A unit may not target a unit represented by a blip counter, though such units may be affected by area effect or 
  other attacks that do not target the unit itself. 
   
  ② Visual Spotting Range Table (p. 89) 
  Change the Maximum Range for Normal Daylight from 40” to 42” 
   
  ② High Altitude Drops (p. 90) 
  Under “Attacks Against Dropping Units”, in between the second and third sentences insert the following: 
   
  The dropping units automatically fail all Control Rolls while on the Radar Map. 
   
  ② ECM/ECCM (p. 91) 
  Before “Mobile Headquarters”, insert the following new paragraph: 
   
  Angel ECM: An Angel ECM unit set to split ECM and ECCM no longer affects units as an Angel ECM, but only as a 
  standard ECM. An Angel ECM set to 2 ECCMs does not affect units as an Angel ECM or standard ECM. 
   
  ② Environmental Conditions (p. 92) 
  Before “Atmospheric Density”, insert the following new paragraph: 
   
  Several environmental conditions affect the range of visual spotting (see the Visual Spotting Range Table, p. 89). A 
  unit’s line of sight has a maximum range limited by its greatest spotting range, either visual or from a probe. The 
  maximum spotting range for probes is unaffected by environmental conditions and is 12” for Light Probe (LPRB), 16” for 
  Probe (PRB), or 24” for Bloodhound (BH). 
   
  ② DropShip Firing Arcs (p. 96) 
  Under “Aerodyne DropShips”, replace this entry with the following: 
   
  Ground aerodyne DropShips may attack ground units using the Aerodyne DropShip Firing Arcs diagram on page 97. The 
  Nose weapons may target any unit in a 2”-wide path directly in front of the unit. The Right and Left Wings can attack 
  targets in a 90-degree arc, from directly in front of the aerodyne out to the appropriate side. 
   
  ② Attacking Mobile Structures (p. 97) 
  Under “Destroying a Mobile Structure”, second paragraph, second sentence 
   
  If an airborne mobile structure is destroyed over a ground map, it will crash on the ground map, 
  Change to: 
  If an airborne mobile structure is destroyed over a ground map, it crashes on the ground map at the end of its flight path, 
   
   
   
   
  
  Alpha Strike Errata v2.4 
   
  Page 17 of 24 
   
  ② Expanded Ground Ranges (p. 99) 
  At the end of the section, before “Extreme Range” begins, insert the following new paragraph: 
   
  Line of sight for ground units is limited to 42”. For a ground unit to attack at Extreme or Horizon Range, a friendly unit 
  must have Line of Sight to the target (and be within sensor range of that target). This does not count as spotting for the 
  friendly unit: it may still make attacks without spotting penalties, and its attacks won’t affect the unit at Extreme or 
  Horizon range. 
   
  ④ BattleMech HarJel (BHJ) (p. 105) 
  Delete this entry. 
   
  ① Cargo Transport, Tons (CT#) (p. 106) 
  At the end of this entry insert the following new paragraph: 
   
  This ability can be reduced in value and the same amount of Infantry Transport (IT#, see p. 47) added to a unit prior to 
  the start of a game. 
   
  ④ Converting Movement and Distances (p. 110) 
  Under “Base-to-Base Contact”, first sentence 
   
  Under hex-based rules, a unit in an adjacent hex qualifies for base-to-base contact. 
  Change to: 
  Under hex-based rules, a unit in an adjacent hex, and within 1 level of elevation, is in base-to-base contact. In hex map 
  play, units may make weapon or physical attacks against targets in base-to-base contact. 
   
   
  Alpha Strike Campaign Rules 
  ② Objectives (p. 117) 
  At the end of the first paragraph insert the following: 
   
  Objectives are checked for completion at each End Phase. If completing an objective ends the track, the current End Phase 
  is the end of the track. 
   
  ② Breakthrough (p. 122) 
  1) Under “Game Setup”, replace the second and third paragraphs with the following: 
   
  Both players pick an equal amount of terrain, with an overall minimum of four pieces total. The Defender 
  chooses and places three, one in each of three quadrants of the playing area. The Attacker then places one piece 
  in the remaining quadrant. Repeat until all pieces have been placed; the attacker always places the last piece. For 
  example, if the players choose to use three pieces of terrain each (six total), the Defender would choose and 
  place three, one in each of three different quadrants. Then the Attacker would choose and place one in the 
  remaining quadrant. The Defender would then choose and place one piece of terrain, and with only one piece of 
  terrain left, the Attacker would choose and place it in any of the three remaining quadrants. 
   
  2) Under “Objectives”, “Hold the Field” 
   
  If one team has lost its entire force to destruction or withdrawal from the playing area, the other team 
  successfully holds the field. 
  Change to: 
  If one team has lost its entire force to destruction or forced withdrawal from the playing area, the other team 
  successfully holds the field. 
   
   
   
   
  
  Alpha Strike Errata v2.4 
   
  Page 18 of 24 
   
  ② Pursuit (p. 124) 
  Under “Game Setup”, replace the second paragraph with the following: 
   
  Both players pick an equal amount of terrain, with an overall minimum of four pieces total. The Attacker chooses and 
  places three, one in each of three quadrants of the playing area. The Defender then places one piece in the remaining 
  quadrant. Repeat until all pieces have been placed; the attacker always places the last piece. For example, if the players 
  choose to use three pieces of terrain each (six total), the Attacker would choose and place three, one in each of three 
  different quadrants. Then the Defender would choose and place one in the remaining quadrant. The Attacker would then 
  choose and place one piece of terrain, and with only one piece of terrain left, the Defender would choose and place it in 
  any of the three remaining quadrants. 
  It must be possible to trace two traversable paths between the edges of the playing area that are furthest apart. If this 
  is not possible, then terrain features must be deleted until it is possible again. 
   
   
  Era Setting: The Clan Invasion Era 
  See the Master Unit List (MUL) online at http://www.masterunitlist.info for the most up-to-date PVs for all Alpha Strike 
  units. 
   
  Liao Company (p. 135) 
  (168 PV) change to (402 PV) 
   
  And update the individual PVs to the following: 
  AWS-9M 
  41 
  MR-V2 
  45 
  EMP-6A 
  42 
  CPLT-C1 
  32 
  HUR-WO-R4L 
  31 
  THR-1L 
  44 
  CTF-3L 
  35 
  VND-3L 
  27 
  CDA-3F 
  32 
  CLNT-2-3U 
  22 
  RVN-3L 
  26 
  JA-KL-1532 
  23 
   
  Kurita Company (p. 136) 
  Jenner 14”/6”j change to 14”/8”j 
  (160 PV) change to (400 PV) 
   
  And update the individual PVs to the following: 
  AS7-K 
  45 
  APL-1M 
  34 
  THG-11E 
  41 
  HTM-27T 
  39 
  DRG-5K 
  33 
  DRG-5K 
  33 
  DAI-01 
  39 
  LNC25-01 
  33 
  DMO-1K 
  28 
  PNT-10K 
  19 
  JR7-K 
  26 
  MON-66 
  30 
   
   
   
   
  Davion Company (p. 137) 
  Gunslinger 6”/2”j change to 6”/4”j 
  (158 PV) change to (393 PV) 
   
  And update the individual PVs to the following: 
  AS7-RS 
  48 
  GUN-1ERD 
  50 
  BL-6-KNT 
  39 
  JM6-DG 
  30 
  CLNT-2-3U 
  22 
  DV-7D 
  36 
  HCT-5S 
  24 
  ENF-5D 
  27 
  CN9-D 
  28 
  SCB-9A 
  27 
  STH-1D 
  43 
  JVN-10P 
  19 
   
  Steiner Company (p. 138) 
  (159 PV) change to (387 PV) 
   
  And update the individual PVs to the following: 
  BNC-5S 
  42 
  ZEU-9S 
  40 
  STK-5S 
  38 
  PPR-5S 
  46 
  FLC-8R 
  40 
  BH-K305 
  24 
  BSW-X1 
  33 
  BZK-F3 
  20 
  NGS-4S 
  30 
  VT-5S 
  29 
  WLF-2 
  28 
  COM-5S 
  17 
   
   
   
   
  
  Alpha Strike Errata v2.4 
   
  Page 19 of 24 
   
  Marik Company (p. 139) 
  Anvil 10”/4”j change to 10”/6”j 
  (164 PV) change to (415 PV) 
   
  And update the individual PVs to the following: 
  ON1-M 
  36 
  GLT-5M 
  36 
  HRC-LS-9000 
  38 
  HMR-3C 
  30 
  ALB-3U 
  41 
  AWS-9M 
  41 
  TMP-3M 
  39 
  HER-5S 
  25 
  TR1 
  41 
  ZPH-1 
  22 
  ANV-3M 
  35 
  TBT-7M 
  31 
   
  Jade Falcon Binary (p. 140) 
  Hankyu 16”/8”j change to 16”/12”j 
  (224 PV) change to (433 PV) 
   
  And update the individual PVs to the following: 
  Gladiator B 
  54 
  Mad Cat A 
  59 
  Thor Prime 
  43 
  Cauldron Born D 
  47 
  Vulture Prime 
  42 
  Black Lanner Prime 
  47 
  Loki Prime 
  44 
  Black Hawk A 
  35 
  Uller Prime 
  26 
  Hankyu Prime 
  36 
   
   
   
  Clan Wolf Binary (p. 141) 
  (225 PV) change to (455 PV) 
   
  And update the individual PVs to the following: 
  Daishi A 
  59 
  Gladiator Prime 
  51 
  Kingfisher Prime 
  54 
  Loki Prime 
  44 
  Man O’ War A 
  47 
  Mad Cat Prime 
  54 
  Dragonfly Prime 
  37 
  Ryoken C 
  39 
  Fenris Prime 
  44 
  Dasher Prime 
  28 
   
   
  Tables & Record Sheets 
  ③ Alpha Strike Special Abilities Table (p. 165) 
  Between “Reactive Armor” and “Recon”, add an entry for Rear. 
   
  ② Point Value Skill Rating Table (p. 167) 
  Delete this table and replace it with the two (errata-modified) tables from p. 24 of the book and the new Point Value Skill 
  Rating Table from p. 2 of this errata document. 
   
  ③ Movement Cost Table (p. 168) 
  Under “Terrain Type” column, Water section 
   
  Depth 0”-1” – change to Depth 0” 
  Depth 2”-3” – change to Depth 1” 
  Depth 4”+ – change to Depth 2”+ 
   
  ③ To-Hit Modifiers Table (p. 169) 
  Replace this table with the modified version on the last page of this document.  Note that footnote numbering may differ 
  between the table provided herein and any that appears in print. 
   
  ④ Advanced Terrain Movement Cost Table (p. 171) 
  Under “Level Changes (up or down)”, double all Move Costs Per Inch, to +2”/+2”/+2”/+4” 
  
  Alpha Strike Errata v2.4 PRE 
   
  Page 20 of 24 
   
  ② Artillery Range and Damage Table (p. 173) 
  Replace the entire table with the following: 
  This ruling has changed from previous errata versions. 
  NOTE: for convenience, I have included the adjusted PV for artillery (taking into account both the adjusted damages and the 
  updated artillery PV rules); these values do not and will not appear in the Alpha Strike rulebook. 
   
  Artillery Name 
   Special 
   Max Range 
   Damage 
   Area of Effect 
  Point Value 
  Arrow IV (Inner Sphere)* 
  ART-AIS 
  272” 
  2 
  2” (NA†) 
  12 
  Arrow IV (Clan) 
  ART-AC 
  306” 
  2 
  2” (NA†) 
  12 
  Thumper 
  ART-T 
  714” 
  1 
  2” 
  6 
  Sniper 
  ART-S 
  612” 
  2 
  2” 
  12 
  Long Tom* 
  ART-LT 
  1,020” 
  3/1 
  6” 
  27 
  Cruise Missile/50 
  ART-CM5 
  1,700” 
  5 
  2” 
  30 
  Cruise Missile/70 
  ART-CM7 
  3,060” 
  7/2 
  6” 
  54 
  Cruise Missile/90 
  ART-CM9 
  4,080” 
  9/4 
  6” 
  72 
  Cruise Missile/120 
  ART-CM12 
  5,100” 
  12/5 
  6” 
  93 
  Battle Armor Tube Artillery** 
  ART-BA 
  68” 
  1 
  2” 
  6 
  Artillery Cannons 
  Thumper Cannon 
  ART-TC 
  24” 
  0* 
  2” 
  3 
  Sniper Cannon 
  ART-SC 
  24” 
  1 
  2” 
  6 
  Long Tom Cannon 
  ART-LTC 
  42” 
  2 
  2” 
  12 
   
  *Prototype versions of these artillery pieces are the same in all ways 
  **Infantry units with this weapon may not execute any other attacks in the same Combat Phase that they deliver an artillery attack 
  †Applies only to homing rounds; see page 76 
   
   
    
  ©2018 The Topps Company Inc. All Rights Reserved. 
  Alpha Strike, Alpha Strike Companion, BattleTech, BattleMech, ’Mech, and MechWarrior are registered trademarks and/or trademarks of The Topps 
  Company Inc. in the United States and/or other countries. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. 
  
  Alpha Strike Errata v2.4 PRE 
   
  Page 21 of 24 
   
  NEW ADDITIONS 
  These are all the new entries or modifications of old entries for version 2.4 of this document.  They may also be found in 
  the Full Second Printing Errata section in the appropriate locations, marked with a “④”. 
   
  ④ Stacking (p. 13) 
  After the second paragraph insert the following: 
   
  If a unit is forced to move or arrives at the same location as another unit that would violate the stacking rules, the 
  moving or arriving unit must be placed as close to the location as possible (based on how much Move the unit would have 
  to expend to move to the location) by the unit’s player. If the resulting terrain is prohibited to the unit, the unit is 
  destroyed. 
   
  ④ Stacking (p. 27) 
  After the second paragraph insert the following: 
   
  If a unit is forced to move or arrives at the same location as another unit that would violate the stacking rules, the 
  moving or arriving unit must be placed as close to the location as possible (based on how much Move the unit would have 
  to expend to move to the location) by the unit’s player. If the resulting terrain is prohibited to the unit, the unit is 
  destroyed. 
   
  ④ Transporting Infantry (p. 33) 
  1) Under “Mechanized Battle Armor”, replace the second paragraph with the following: 
   
  Mounting and dismounting battle armor from an Omni unit follows all the same movement rules as does 
  mounting and dismounting infantry from a dedicated infantry transport. 
   
  2) Under “Extended Mechanized Special Ability”, second sentence 
   
  However, the transport mounted by these units will not only have to spend 2 inches of Move to pick up such 
  units, it will lose 2 inches of Move per turn as long as the XMEC unit remains on board. 
  Change to: 
  However, the transport mounted by these units will lose 2 inches of Move per turn as long as the XMEC unit 
  remains on board. 
   
  ④ Underwater Damage (p. 39) 
  Last sentence 
   
  If a submerged unit loses all of its armor, it automatically sinks and is considered destroyed. 
  Change to: 
  If a completely submerged unit loses all of its armor, it automatically sinks and is considered destroyed. 
   
  ④ BattleMech HarJel (BHJ) (p. 46) 
  Replace the entry with the following: 
   
  A ’Mech protected by HarJel ignores the additional “hull breach” critical hit checks required for being attacked while 
  underwater or in a vacuum. All other causes for critical hit rolls still apply as normal. 
   
  ④ Advanced Terrain Movement Cost Table (p. 68) 
  Under “Level Changes (up or down)”, double all Move Costs Per Inch, to +2”/+2”/+2”/+4” 
   
   
   
   
   
  
  Alpha Strike Errata v2.4 PRE 
   
  Page 22 of 24 
   
  ④ Alternate Artillery Munitions (p. 76) 
  In between “Air-Defense Arrow IV” and “Cluster” insert the following new subsection: 
   
  Air-to-Air Arrow IV 
  Air-to-Air Arrow IV missiles require the ART-AC or ART-AIS specials. 
  The Air-to-Air Arrow IV is a weapon that enhances a unit’s air-to-air attacks, usable only be used by airborne units 
  targeting another airborne unit. Instead of making an artillery attack, an airborne unit may use its Air-to-Air Arrow IV 
  as an extra weapon attack in air-to-air combat. This attack may be attempted against targets in the Medium range 
  bracket or closer, and is resolved as a normal air-to-air attack (see pp. 58-60). A successful hit by an Air-to-Air Arrow IV 
  deals 2 points of damage to the target. 
  Air-to-Air Arrow IV missiles may not be used against ground targets. 
   
  ④ Alpha Strike Buildings Table (p. 84) 
  Replace the table with the following: 
   
  Building Type 
  CF Range    
  Weight 
  Damage Absorption 
  Collapse Damage  
   
  (Default)* 
  Capacity 
  Infantry Non-Infantry 
  (per each 4" height) 
  Standard*  
    Light, Small   
  1 (1)   
  1   
  1   
  0    
  0* 
    Light, Large 
  2 (2) 
  1 
  1 
  0 
  0* 
    Medium, Small  
  1 (1)   
  2   
  2   
  1   
  1 
    Medium, Large 
  2-3 (3) 
  2 
  2 
  1 
  1 
    Heavy, Small  
  1-2 (2)  
  3   
  3   
  2   
  2 
    Heavy, Large 
  3-6 (4) 
  3 
  3 
  2 
  2 
  Wall**  
    Light 
  1 (1) 
  1 
  1 
  0 
  0* 
    Medium 
  1-2 (2) 
  2 
  2 
  1 
  1 
    Heavy 
  2-3 (3) 
  3 
  3 
  2 
  2 
    Hardened  
  3-5 (4) 
  4 
  4 
  3 
  3 
  Gun Emplacement/Fortress* 
    Light, Small 
  1 (1) 
  1 
  2 
  1 
  1 
    Light, Large 
  2 (2) 
  1 
  2 
  1 
  1 
    Medium, Small 
  2-3 (2) 
  2 
  4 
  2 
  2 
    Medium, Large 
  4-6 (5) 
  2 
  4 
  2 
  2 
    Heavy, Small 
  3-6 (5) 
  3 
  6 
  3 
  3 
    Heavy, Large 
  7-18 (10) 
  3 
  6 
  3 
  3 
    Hardened, Small 
  6-10 (8) 
  4 
  8 
  4 
  4 
    Hardened, Large 
  12-30 (20) 
  4 
  8 
  4 
  4 
  Castle Brian 
    Heavy  
  35-90 (60) 
  3 
  10 
  10 
  10 
    Hardened  
  91-150 (120) 
  4 
  10 
  10 
  20 
  * Small buildings are generally 1”-5” in area, while Large Buildings are 6”+ 
  ** The CF is for enough damage to breach a wall in one 2” wide path. 
   
  ④ Attacking Buildings (p. 85) 
  1) Under “Attacking Units Inside Buildings”, third sentence 
   
  which indicate how many points of damage from each attack against a unit inside the building is instead delivered 
  by the building itself. 
  Change to: 
  which indicate how many points of damage from each attack against a unit inside the building is instead delivered 
  to the building itself. 
   
   
   
   
  
  Alpha Strike Errata v2.4 PRE 
   
  Page 23 of 24 
   
  2) Under “Attacking Units Inside Buildings”, “Attacks from Within the Same Building”, at the end of the paragraph 
  insert the following: 
   
  Infantry attacking units from within the same building attack the unit directly (using the target’s TMM and other 
  modifiers, and with no damage absorption from the building). 
   
  ④ BattleMech HarJel (BHJ) (p. 105) 
  Delete this entry. 
   
  ④ Converting Movement and Distances (p. 110) 
  Under “Base-to-Base Contact”, first sentence 
   
  Under hex-based rules, a unit in an adjacent hex qualifies for base-to-base contact. 
  Change to: 
  Under hex-based rules, a unit in an adjacent hex, and within 1 level of elevation, is in base-to-base contact. In hex map 
  play, units may make weapon or physical attacks against targets in base-to-base contact. 
   
  ④ Advanced Terrain Movement Cost Table (p. 171) 
  Under “Level Changes (up or down)”, double all Move Costs Per Inch, to +2”/+2”/+2”/+4” 
   
   
   
  
  TO-HIT MODIFIERS TABLE 
   
   
  RANGE MODIFIERS 
   
  Range 
  Distance 
  Modifier 
  Short 
  Up to 6” 
  +0 
  Medium 
  >6” to 24” 
  +2 
  Long 
  >24” to 42” 
  +4 
   
   
  TARGET MOVEMENT MODIFIERS1 
   
  Target 
  Modifier 
  Immobile 
  –4 
  Standstill 
  +0 
  Jumped 
  +1 
  Available Move: 
   
  1”-4” 
  +0 
  5”-8” 
  +1 
  9”-12” 
  +2 
  13”-18” 
  +3 
  19”-34” 
  +4 
  35”+ 
  +5 
   
   
  TARGET MODIFIERS 
   
  Target 
  Modifier 
  Has STL special active 
  Varies2 
  Is being dropped by airborne unit 
  +33 
   
   
  TARGET TYPE MODIFIERS 
   
  Target Element Type 
  Modifier 
  Airborne Aerospace 
  +24 
  Airborne DropShip 
  –2 
  Airborne VTOL or WiGE 
  +1 
  Battle Armor 
  +1 
  Large (LG, SLG, or VLG specials) 
  –1 
  ProtoMech 
  +1 
   
  TERRAIN MODIFIERS 
   
  Terrain 
  Modifier 
  Underwater 
  +15 
  Woods 
  +26 
  Partial Cover 
  +2 
   
   
  PHYSICAL ATTACK MODIFIERS 
   
  Physical Attack Type 
  Modifier 
  Charge 
  +1 
  Death From Above (DFA) 
  +1 
  Anti-’Mech Infantry 
  +1 
   
   
  MISCELLANEOUS MODIFIERS 
   
  Attacker 
  Modifier 
  Used Jump movement 
  +27 
  Is Immobile/Standing Still 
  –17 
  Is making an Area-Effect attack 
  +1 
  Is making an artillery attack 
  +48 
  Is making an Indirect Fire attack 
  +19 
  Is spotting for Indirect Fire 
  +1 
  Is using REAR special ability 
  +1 
  Is IndustrialMech with no AFC special 
  +1 
  Is Support Vehicle with: 
   
       Basic Fire Control (BFC) special 
  +1 
       Neither AFC or BFC specials 
  +2 
  Is a Grounded DropShip 
  –110 
  Has BattleMech Shield (SHLD) special 
  +111 
  Fire Control Hit (per hit) 
  +212 
  Overheating 
  +Heat Lvl13 
  Is making an Anti-’Mech Infantry Attack: 
   
       Attacker is conventional infantry 
  +3 
       Target is transporting battle armor 
  +314 
   
   
   
  1 If the unit moved 1” or more, its modifier is based on the Move value available to the movement mode it used that turn, plus the 
  Jumped modifier if it jumped that turn.  Inches actually moved is irrelevant.  Does not apply to aerospace units. 
  2 For battle armor targets, Stealth (STL) adds +1 at Short and Medium ranges, and +2 at Long range.  For all other units, Stealth adds 
  +0 at Short range, +1 at Medium range, and +2 at Long range.  Stealth may be toggled on and off (see p. 48). 
  3 Replaces the unit’s normal target movement modifier (see pp. 90-91). 
  4 Includes fixed-wing support vehicles, conventional fighters, small craft, and DropShips. Only applies when target is airborne. Do not 
  apply if attacker is also an airborne aerospace unit. 
  5 Only if attacker is also underwater (or is on the water surface and using TOR special); all underwater ranges are halved. 
  6 Target has intervening or occupied Woods terrain. 
  7 Infantry (conventional and battle armor) do not use the standing still or jumping attacker movement modifiers. 
  8 This is in place of any range modifiers. Does not apply to artillery cannons, which instead use normal range modifiers. Cumulative 
  with the area-effect attack modifier; add another +1 if the attacker is an airborne aerospace unit. 
  9 This becomes a +2 modifier if the spotting unit makes a weapon attack in the same turn as it spots (see Indirect Fire Attacks, p. 35).  If 
  the spotter is a remote sensor (see p. 108), apply an additional +3 to-hit modifier. 
  10 Grounded Spheroid DropShips are always Immobile (see pp. 27, 36).  Grounded Aerodyne DropShips may move or remain at a 
  standstill, as with standard ground units.  Regardless, this modifier applies to any grounded DropShip. 
  11 Applies only to weapon attacks, not physical attacks (see p. 46). 
  12 Fire Control hit effects may apply multiple times.  Does not apply to physical attacks. 
  13 Does not apply to physical attacks (see p. 44). 
  14 Applies if target is transporting battle armor via the MEC or XMEC specials (see p. 47), or as cargo. 
  
SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/errata/Alpha-Strike-2018-06-06-v2.4-Second-Printing.pdf