Many of the veteran regiments and other formations in the BattleTech universe demonstrate special command abilities such as those outlined below. These abilities represent enhanced tactical expertise that comes from a combination of intense training, acclimation, and leadership. For this reason, unless otherwise indicated, special command abilities are assumed to apply to a player’s entire force, rather than to its individual units.
Adapting Previous Sources: Many published forces in the BattleTech setting will use special command abilities such as these in various Era Report, Field Manual and Field Report sourcebook supplements. When using such sourcebooks as reference for playing out games under the Alpha Strike system, be sure as use the special command ability of the same name as it is presented here, in order to maintain compatibility with the miniatures rules.
Assigning Special Command Abilities: If the players are not selecting a force that has special command abilities published in a source as above (such as when running custom forces through a straight pick-up game), the best recommendation for choosing special command abilities is to assign them based on the force’s average Skill Ratings of the forces that may use them. Low-rated forces—those identified as Green, Very Green, or Wet Behind the Ears—should receive no special command abilities (or may select one of the general environmental, tactical, or enemy specializations). Middle-grade forces—those with a Regular Skill Rating—may receive one special command ability. Experienced forces—those rated as Veteran or Elite—may receive up to two different special command abilities. Truly superior forces—those with an average Skill Rating of Heroic or Legendary—may receive up to three different special command abilities.
To find a force’s average Skill Rating, add together the Skill Ratings for all of the units in that force, divide this sum by the total number of units, and round the result normally to the nearest whole number. Use that number to find the force’s final Skill Rating using the Point Value Skill Table found on p. 24 of Alpha Strike.
For example, a company of 12 ’Mechs, where four ’Mechs have a Skill Rating of 4, three have a Skill Rating of 3, two have a Skill Rating of 2, and three more have a Skill Rating of 5, would have a sum of 44 for its Skill Ratings ([4 x 4] + [3 x 3] + [2 x 2] + [3 x 5] = 44). With 12 units in total, this yields an average Skill Rating of 3.67, which rounds normally to 4. At a rating of 4, the Point Value Skill Table defines the entire force as having a Regular Skill Rating. Given this average rating, the force should limit its special command abilities to only one selection.
Commanders and Command Abilities: Because they actually reflect an interaction of training, experience, and—
most importantly—leadership, the special command abilities assigned to a player’s force are tied to the presence of one or more field commanders. These officers must be operating from the immediate vicinity, in order to provide direction and inspiration to their troops. Because special command abilities are tied to the officers in this fashion, the loss of these officers—
be it from destruction, capture, or withdrawal—also costs their force the special abilities they provide.
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QuadVees in ’Mech mode function as four-legged ’Mechs, and thus may use the standard movement rules and modifiers applied to ’Mech units (including jump capability, if indicated in the unit’s stats). These movement ranges are as those shown on the unit’s basic Move stats.•
QuadVees in vehicle mode function as ground vehicles for movement purposes, but the type of movement used in this mode varies with unit’s movement code. A QuadVee movement code of “qt” indicates that the unit uses tracked movement when in vehicle mode, while a code of “qw”indicates that the unit uses wheeled movement in vehicle mode. The base movement rate in vehicle mode identical to the unit’s non-jumping ’Mech mode. While in vehicle mode, a QuadVee must obey all terrain restrictions for vehicles of their movement type, and cannot use jumping movement even if they possess that ability in ’Mech mode. However, vehicle-mode QuadVees will gain other benefits unique to vehicles (such as the extra 2 inches of movement on paved terrains).
Combat Phase
The following rules additional rules apply to QuadVees in combat:
Line of Sight: Attacks against QuadVees use the LOS (or practical LOS) rules appropriate to their current mode of operation.
QuadVees in ’Mech mode are considered BattleMechs of standard height for targeting purposes, while QuadVees in vehicle mode determine their LOS as if they stand only as tall as a vehicle (half the height of a ’Mech).
Target Modifiers: Attacks against QuadVees all target modifiers rules appropriate to their current mode of operation.
Weapon Attack Arcs: QuadVees in both modes possess a 360-degree weapon attack arc, as indicated by the fact that the unit’s damage values are also given as a TUR (#/#/#) special.
Despite this, the unit retains a rearward facing and may still be attacked through its rear arc as a normal BattleMech.
Damage and Critical Hits: In both modes, QuadVees suffer damage and critical hits as a BattleMech. Unlike vehicles, QuadVees do not check for Motive Systems Damage under any circumstances (see p. 42, AS).
Other QuadVee Rules
QuadVees also apply the following additional rules during Alpha Strike game play:
Control Rolls: If a QuadVee in either mode must make any special Control Rolls or similar movement-induced rolls (such as when avoiding skids per pp. 13, or when checking for bog-down in certain terrain types as described on p. 70, AS), the QuadVee must apply the modifiers appropriate to the movement type it is using. In ’Mech mode, the QuadVee receives a –2 modifier for its four-legged stability (as per Four-Legged (Quad) ‘Mechs and ProtoMechs, see p. 40).
Unit Transports: Another advantage to QuadVees is that they can be carried by transports intended for either ’Mechs or vehicles by simply switching to the appropriate mode. A QuadVee in ’Mech mode can be transported and deployed by units that possess ’Mech cubicles (MT# special), while one in vehicle mode can be carried and launched from units that possess vehicle bays (VTM#, VTH#, or VTS# specials).
The only concern when carrying vehicle-mode QuadVees in this manner is that the QuadVee must be within the size limits described for the appropriate bay type (see p. 109, AS).
INTRODUCTION
The Off-Map Movement special command ability represents a force’s superior flanking tactics. This ability cannot be used in a scenario type that would specifically violate its rules, such as by an attacking force in a Breakthrough scenario, or by a defending force in a Hold-the-Line scenario.
Each unit that uses this ability must designate an exit point on the map edge that the unit will leave from, along with a corresponding reentry point that it will return from. These designated points must be written down in advance of the actual maneuver, even if only in the turn the unit actually begins its off-map movement. Along with these points must also be noted the minimum number of turns the off-map units must remain off the map before reentering. To find this minimum Off-Map Movement time, determine the total distance traveled between the exit and reentry points along the outer edges of the map that correspond to the off-map units’ positions. Then, divide this travel distance by the unit’s Move value, rounding up to the nearest whole number. For example, if a unit with a Move of 6” per turn uses Off-Map Movement by leaving the western edge of the map, with a designated reentry point 19 inches farther north along the same edge, the controlling player measures 19 inches along the west edge, divides that result by 6 (the unit’s Move), and finds that the unit must spend at least 4 turns off the map to do this (19 ÷ 6 = 3.167, round up to 4). Units using Off-Map Movement may remain off the map for longer than the minimum number of turns, at the controlling player’s discretion.
The player whose units are making use of Off-Map Movement need not inform his opponent of these exit and reentry points, or the minimum turns each unit must remain off the map, until the unit returns. At this point, the written orders may be reviewed by the opposing player, to ensure that they made was a legal off-map move. If a unit attempts to return earlier than its minimum number of off-map turns, or returns in a different position than its designated reentry, the move may be considered illegal, and the unit is considered destroyed for gameplay purposes. (As a special excuse to this condition, a returning unit may arrive at or after its minimum number of turns in a position adjacent to its predetermined reentry point, but only if the destination position is presently occupied by another unit at the time of arrival.)
Units using Off-Map Movement are placed on the edge of the map at their designated reentry point during the End Phase of their turn of arrival. If unfriendly units find themselves in base contact or within 1 inch of a unit returning to the map via Off-Map Movement, those hostile units may attack the returning unit as per the rules for point blank shots against Hidden Units (see p. 43, AS).
Units using Off-Map Movement are not counted toward a given side’s force for Initiative purposes while they are off the map. If all on-map forces for a given side are destroyed or retreat while that side still has units moving off the map in this fashion, those off-map forces are considered withdrawn and the scenario ends.
When assigning special command abilities to their forces, players must designate a maximum of one key officer for every 6 units in their total force (or fraction thereof). Of these officers, one must be designated as the force’s overall commander, while all of the other designated officers serve as key sub-commanders.
In game play, the loss of the force’s senior commanding officer will apply a –2 Initiative modifier to that force for the remainder of the scenario. In addition to this, if the commanding officer and all of his sub-commanders are lost, the player’s force will lose all of its special command abilities as well.
BANKING INITIATIVE
With this special command ability, the force’s leader essentially concedes the momentum of the battle to his opponent in order to seize the initiative at a later time. This particular tactic is ideal for scenarios where the commander’s force is operating on the defensive, or when it has reserve units waiting for the right moment to ambush an attacking army.
To use this command ability, the player acting as the leader of his particular must declare—before any Initiative rolls are made—that he is yielding the Initiative to his opponent. For the purposes of any abilities where Initiative margins are considered, this allows the opposing force to automatically win its Initiative at a 1-point Margin of Success.
For every two turns (consecutive or otherwise) that the commander yields the Initiative in this fashion, his force “banks”
an automatic 1-point Initiative success of its own. This banked Initiative victory can be declared at a later point—once again before any rolls are made. A maximum of two automatic Initiative successes can be stored up in this fashion, at the cost of a total of four Initiatives conceded without a dice roll.
Banked Initiative successes will not carry over to another scenario, even if the players are running a continuous campaign; they may only be used during the current scenario.
Any unspent Initiative successes that are banked at the time of the scenario’s end are lost.
FORCING THE INITIATIVE
Forcing the Initiative is a command ability often favored during offensive missions. It relies on aggressive tactics and rapid assaults that combine to provoke fear and hesitation in an enemy through sheer, brute force.
With this ability, the commanding player applies a modifier to his Initiative roll equal to the number of opposing units his force destroyed in the previous turn, minus the number of its own units lost to the enemy. For example, if a force with this ability destroyed 6 enemy ’Mechs in the previous turn, but lost 3 of its own, the Initiative modifier would equal +3 (6 – 3 = 3).
Only the kills made during the previous turn may be applied toward this Initiative modifier; kills and losses made two or more turns in the past will not apply.
As with Banking the Initiative, using this ability requires the commanding player to declare his intent to do so before the dice are rolled for Initiative. This ability cannot be used in the first turn of any scenario.
ZONE OF CONTROL
A force that possesses the Zone of Control special command ability can effectively discourage an enemy’s movement in close quarters, forcing their opponents to either fall back or otherwise swing wide around its positions. This tactic is good for both defensive and offensive operations, particularly when the force has numbers or terrain on its side, but is only useful when the units involved are using ground-based movement.
To exert a Zone of Control, the unit must end its Move in base contact with one or more opponents, and have at least 2 inches of unused Move when it does so. The opposing units it comes into base contact with in this fashion must be in the unit’s forward firing arc (see p. 163, AS), and will be affected only if they have not already moved at this point in the turn, or if they attempt to move through this area within less than 2 inches of the zone-controlling unit. Any opponents that meet these criteria fall under the unit’s
“zone of control”.
Units within another unit’s “zone of control” must spend an additional 4 inches of Move to proceed in any direction other than directly away from the zone-controlling unit, unless they are using Jumping or VTOL movement to do so. If this would reduce the affected unit’s Move to less than 1 inch, the unit cannot move unless it proceeds directly away from the zone-controlling unit.
For the purposes of this rule, “directly away” is considered the direction opposite any facing that would directly contact the zone-controlling unit’s base.
If the zone-controlling unit is infantry (including battle armor), it may only exert a zone of control over other infantry unit types.
SHARP SHOOTERS
A force that possesses the Sharp Shooters special command ability is especially adept at long-ranged attacks, but at a cost in short-range accuracy. It is uncommon for an entire force to possess this special command ability, so players are advised to limit this option to no more than one-third of a deployed force (such as a single lance in a company-sized formation, or a single Star in a Clan Trinary).
Sharp Shooters replace the normal range modifiers used for their attacks with the following: Short Range +1; Medium Range +2; Long Range +3; Extreme Range +4.
BRAWLERS
The diametric opposite of the Sharp Shooters’ emphasis on long-range fighting is the Brawlers special command ability. A force that possesses this ability is brutal at short-range, but ill-suited to long-range sniping. Once again, it is uncommon for an entire force to possess this ability, so players are advised to limit this option to no more than one-third of a deployed force (such as a single lance in a company-sized formation, or a single Star in a Clan Trinary).
Brawlers replace the normal range modifiers used for their attacks with the following: Short Range –1; Medium Range +2;
Long Range +5; Extreme Range +10.
OVERRUN COMBAT
Overrun Combat is another example of aggressive tactics in action. Unlike Forcing the Initiative, this special command ability is less about capitalizing on the relative amount of damage done to an enemy force, and more about taking advantage of even the slightest hesitation among its ranks.
Overrun Combat works any time a force with this ability wins an Initiative roll by a margin of 2 points or more. When this occurs, the player divides the number of points by which he has won the Initiative roll by 2, rounding all results down (to a minimum of 0). This becomes the number of units the player may move and attack with before any other units can act in the current turn.
For the purposes of the rest of the turn’s actions, the overrunning units fall outside of the normal sequence, leaving the remaining units to alternate according to how many units the overrunning force has left to move after its other units have already acted. For example, if a 12-unit force has the Overrun Combat ability and wins its Initiative roll by 5, two of its units can move and attack before any of the opposing force even have the chance to move (5 ÷ 2 = 2.5, round down to 2). After these units have acted, the rest of the turn is resolved as if the overrun-capable force has only 10 units left to alternate with its opponent under the normal turn sequence.
The benefits of Overrun Combat apply on a turn-by-turn basis. This means that even if the Initiative roll success is so high that the number of overrunning units is would actually be more than the force actually has, those “extra” units will not carry over to the next turn.
COMMUNICATIONS DISRUPTION
The Communications Disruption special command ability represents a continuous effort by comm.-tech specialists within a given force to tap into enemy transmissions and scramble or confuse them. Because this command ability does not require the presence of elaborate electronics gear, its benefits often vary in the field.
This ability only truly works when the opposing armies are organized into proper formations, with distinct, pre-assigned sub-groups (4-unit lances, 5-unit Stars, or 6-unit Level IIs). If no sub-sub-groups are identified at the time of gameplay, presume all forces are using 4-unit lances, and identify which units belong to each lance.
At the beginning of each turn, the player controlling a force with the Communications Disruption command ability rolls 1D6.
If the result of this roll is 6, all of the units in one random lance (or Star, or Level II) of the opposing force is affected by confusing communications that impairs their ability to coordinate properly.
During the Movement Phase of that turn, the affected sub-group reduces its available Move by 4 inches (to a minimum of 1 inch). If the unit is an aerospace element that uses Thrust Points instead, reduce its base Thrust by 1.
The disruptive effects pass by the end of the turn.
Battlefield Intelligence: If the battlefield intelligence rules are in play (see pp. 82-83, AS), a force may only use the Communications Disruption special command ability if it has a BI ratio of 2:1 (or higher) over its opponent. If the force’s BI ratio is less than 2:1, the Communications Disruption special command ability has no effect.
INTRODUCTION
ALPHA STRIKE TACTICAL ANNEX
ABSTRACT SPACE COMBAT
ALPHA STRIKE FORCE BUILDING
ALPHA STRIKE FORCE BUILDING