TEXT: Alpha Strike Companion Errata v1.2 
   
  Page 1 of 19 
   
  Alpha Strike Companion 
  (Version 1.2) 
   
  The following is a compiled rules errata for the first printing of Alpha Strike Companion as of 6 June 2018 
   
  FULL ERRATA 
  This section combines all previously issued errata with the new additions of version 1.2, so that every ruling is in order and 
  in one place.  Entries new to this release are marked with a “②”. All errata here is for the first and only printing (2014) of 
  the Alpha Strike Companion. 
   
  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. 
   
  Hull Down (p. 11) 
  1) Under “ProtoMechs and Vehicles”, first paragraph, last sentence 
   
  If the terrain has been previously modified by a unit with the TRN or ENG special to act as a fortified position (see 
  Fortified Positions, p. 32), it can also be used as a location where a ProtoMech or vehicle may go hull down. 
  Change to: 
  If the terrain has been previously modified by a unit with the TRN or ENG special to act as a fortified position (see 
  Fortified Positions, p. 32), these restrictions are waived. 
   
  2) Under “ProtoMechs and Vehicles”, fourth paragraph, first sentence 
   
  While hull-down, a vehicle unit can only attack using weapons mounted in its turret (identified by the TUR#/#/# 
  special). 
  Change to: 
  While hull-down, a vehicle unit can only attack using weapons mounted in its turret (identified by the TUR#/#/# 
  special): this restriction applies to indirect fire (IF#) attacks as well. 
   
  Skid Modifiers Table (p. 14) 
  1) Under “Modifier”, remove “0.68” in the first row. 
   
  2) Under “Unit’s Available Move is” 
   
  22” to 48” 
  Change to: 
  35” to 48” 
   
  Collision/Charging Table (p. 14) 
  Under the first column (“Size 1”) 
   
  36” to 43” 
  Change to: 
  37” to 43” 
   
  Area Knowledge (p. 17) 
  Second paragraph, first sentence 
   
  The maximum number of units that may be hidden by virtue of a higher BI score equals the total number of units that 
  force is bringing to the battlefield, divided by the number of those units that possess the Recon (RCN) special ability (see p. 
  108, AS), rounded normally. 
   
  
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  Change to: 
  The maximum number of units that may be hidden by virtue of a higher BI score equals the total number of units that 
  possess the Recon (RCN) special ability (see p. 108, AS). 
   
  Variable Damage (p. 21) 
  1) First paragraph, last sentence 
   
  For each die result of 4 or more, the attack delivers 1 point of damage (up to its maximum damage potential). 
  Change to: 
  For each die result of 3 or more, the attack delivers 1 point of damage (up to its maximum damage potential). 
   
  2) In between the first and second paragraphs insert the following new paragraphs: 
   
  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. 
  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. 
   
  3) Before the example text insert the following new paragraphs: 
   
  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. 
  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. 
  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. 
   
  4) Example text, first paragraph, last sentence 
   
  As three of those dice are 4 or higher, the Awesome delivers only 3 points of damage to its target. 
  Change to: 
  As three of those dice are 3 or higher, the Awesome delivers only 3 points of damage to its target. 
   
  5) Example text, second paragraph, last sentence 
   
  Despite executing a successful attack, the Bushwacker fails to deliver any actual damage to its opponent. 
  Change to: 
  Despite executing a successful attack, the Bushwacker only deals 1 point of damage to its opponent. 
   
  ② Armed Buildings (p. 25) 
  Remove the first paragraph on the page (“Attacks against building-mounted emplacements…”) 
   
   
   
   
  
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  Towing (p. 31) 
  1) First paragraph, last sentence 
   
  This trailer must also be a wheeled or tracked vehicle to use the following rules (otherwise, the unit can only be 
  dragged or carried as above). 
  Change to: 
  This trailer must also be a wheeled or tracked vehicle, and also have the HTC special of the Trailer Hitch Quirk, to 
  use the following rules (otherwise, the unit can only be dragged or carried as above). 
   
  2) At the end of the second paragraph insert the following: 
   
  A unit may tow multiple trailers, as long as the towing unit and each trailer have the HTC special or the Trailer 
  Hitch Quirk. The total Size of the trailers must be less than or equal to the towing unit’s Size plus one, and the 
  total Size of all trailers is used to modify the towing unit's speed as described above. 
   
  Ballistic-Reinforced Armor (p. 35) 
  Replace the second paragraph with the following: 
   
  Thus, if a unit that delivers normal attack values of 5/4/2, with an AC2/2/0 special, delivers a successful normal attack 
  against a unit with the BRA special at Short range, the attack will be reduced by 3 points (half the damage value at Short 
  range, rounded up), dropping the normal total of 5 points to 2. If the same unit makes a special AC weapon attack against 
  a unit with the BRA special at Medium range, the attack will be reduced by 1 point (half the AC special ability’s Medium 
  range), dropping the AC total of 2 points to 1. 
   
  Improved ATM (IATM#) (p. 37) 
  Replace the entire entry, including the title, with the following: 
   
  Improved ATM (IATM#/#/#) 
  Units with the IATM#/#/# special may conduct missile attacks using Improved ATM munitions. These alternate 
  munitions are: 
  Indirect Fire: This represents an IATM firing standard long-range missiles, which enables the unit to execute an 
  attack as if it has an IF value equivalent to its IATM Long-range value (i.e., an IATM2/2/2 special can also act as an IF2 
  special). 
  Magnetic Pulse: Using this alternate munition attack, the unit’s normal attack is reduced by 1 point at Short 
  range. But if this attack hits a target in the Short range bracket, the target suffers a loss of 2 inches of Move, as well 
  as a –1 to-hit modifier for all weapon attacks, throughout the following turn. (Multiple magnetic pulse hits will not 
  stack these modifiers.) 
  Improved Inferno: Using this alternate munition attack, the unit’s normal attack is reduced by 1 point at both 
  Short and Medium range. But if this attack hits a target in those range brackets, the target also suffers the effects of 
  a HT#/#/# special attack equal to the numerical value of the unit’s IATM#/#/# special at those ranges, to a maximum 
  of 2 points at any range bracket (i.e., IATM3/1/- will translate to a HT2/1/- effect). 
   
  Land-Air BattleMechs (p. 43) 
  1) Under “Conversion and Movement”, after the last bullet point insert the following new paragraphs: 
   
  If a unit converts from Fighter to BattleMech mode while airborne, the unit immediately crashes. 
  Converting from Fighter to AirMech can only be done at the beginning of the movement phase when it begins 
  the turn in the Inner Ring of the Radar Map. When the conversion to AirMech mode is announced, the unit is 
  placed on the ground map as if the beginning of a flight path, based on which Inner Ring it is moving from. It then 
  moves from that location as an AirMech. 
  For converting from AirMech to Fighter, when the conversion to Fighter mode is announced, the unit is 
  immediately moved to the Central Zone of the Radar Map. The unit must then move as normal for an aerospace 
  fighter by leaving the Central Zone. 
   
   
  
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  2) Under “Combat Phase”, insert the following new paragraph: 
   
  Attacks in AirMech Mode: LAMs add a +2 to-hit modifier to all attacks made while in AirMech mode. 
   
  Environmental Specialization (p. 47) 
  At the end of the section, insert the following new paragraphs: 
   
  Some terrain and/or environmental conditions may not have an effect on movement or to-hit modifiers. If there are no 
  movement costs, the following Improved Mobility option may be used. If there are no to-hit modifiers, the following 
  Improved Combat option may be used. 
  Improved Mobility: If the terrain and/or condition has no additional movement cost, the unit may add 2” to its Move 
  for the turn, as long as it does not pay any increased movement costs during the move for terrain and/or environmental 
  conditions and the unit begins and ends its move in the specialized terrain and/or environmental condition. 
  Improved Combat: If the unit occupies the specialized terrain or affected by the specialized environmental condition 
  when attacked, the unit receives a +1 terrain to-hit modifier as long as the attack does not receive any terrain, 
  environmental, or cover to-hit modifier. 
   
  Animal Mimicry (p. 51) 
  Second paragraph, append the following to the end of the last sentence: 
   
  “until after the next Movement Phase.” 
   
  Antagonizer (p. 51) 
  Replace the second paragraph with the following: 
   
  Once per turn, a unit with Antagonizer may trigger its ability at any single point along its path while moving. At that 
  time, every enemy unit within 6 inches of the unit triggering this SPA must roll 2D6. If the roll is 8 or less, the enemy unit 
  becomes enraged. Enraged units must move as close as possible to the Antagonizer unit, taking the most direct, passable 
  and legal route toward the Antagonizer. The enraged unit ignores increased movement costs or possible damage inflicted 
  by its path for determining the most direct path. 
  The enraged unit can only make attacks against its Antagonizer, unless the enraged unit has no attack that can target 
  the Antagonizer. If the unit has multiple attacks, and only some of those attacks can target the Antagonizer, the enraged 
  unit can make attacks against other targets only with those attacks that can’t target the Antagonizer. Attack from the 
  enraged unit with an area of effect must include the Antagonizer in attack’s targeted area of effect. 
  If the enraged unit begins any phase more than 24” from or without line of sight to the Antagonizer, the unit is no 
  longer enraged. This ability has no effect versus aerospace units. 
   
  Blood Stalker (p. 52) 
  Replace the second paragraph with the following: 
   
  If the Blood Stalker starts its Movement with its chosen enemy out of line of sight or destroyed, the Blood Stalker may 
  choose a new enemy to stalk. If using the Zellbringen rules (see p. 133, AS) or other challenge rules and a unit that is not 
  your chosen enemy challenges the Blood Stalker, the Blood Stalker may immediately select that challenger to be the 
  chosen enemy instead. 
   
  Combat Intuition (p. 52) 
  Second paragraph, before the last sentence insert the following: 
   
  If an aerospace unit with Combat Intuition engages another aerospace unit, the engaged unit may make a roll to break the 
  engagement before taking its move (see Ending Air-to-Air Engagements, p. 61, AS). 
   
   
   
   
   
  
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  Demoralizer (p. 52) 
  Replace the second paragraph with the following: 
   
  Every enemy unit that comes within 6” of a unit using this SPA must roll 2D6. If the roll is 8 or less, the enemy unit 
  becomes intimidated. Intimidated units reduce their Move by half (round down) and suffer a +1 to-hit modifier for all 
  attacks made against the Demoralizer. The reduced Move rating does affect its target movement modifier. 
  If a demoralized unit begins any phase more than 24” from or without line of sight to the Demoralizer, the unit is no 
  longer demoralized. This ability does not function at all versus aerospace units. 
   
  Forward Observer (p. 53) 
  Replace the second paragraph with the following: 
   
  A Forward Observer may serve as a spotter for multiple artillery attacks against one target. If the Forward Observer 
  makes its own attack, any indirect attacks it spots for (IF or indirect Artillery) do not take the to-hit modifier for the spotter 
  attacking. 
   
  Hopper (p. 54) 
  Replace the first paragraph with the following: 
   
  The MechWarrior with this special pilot ability has an extremely fine sense of balance—so fine, in fact, that he can 
  even remain mobile after one of his ’Mech’s legs has been blown off. A unit controlled by a pilot with this SPA can ignore 
  the effects of the first MP Hit it receives (it still occurs, for the purposes of any event which tracks critical hits; only the 
  effects are ignored). 
   
  Hot Dog (p. 54) 
  Replace the entire entry with the following: 
   
  This MechWarrior or fighter pilot knows how to ride the heat envelope. The unit acts as if it was one level lower on the 
  Heat scale, and can sustain 4 points of Heat before automatically shutting down rather than the usual 3. At 4 points of 
  Heat, the unit loses 6” of ground movement and suffers a +3 to-hit modifier instead of shutting down. 
   
  Human TRO (p. 54) 
  At the end of the first paragraph insert the following: 
   
  In addition, the Human TRO may look for a weak spot in a target unit once per game. The use of this ability must be 
  declared before rolling to hit. If the attack hits, the attacker may roll once on the Determining Critical Hits Table, in 
  addition to any such rolls required for any other reason. 
   
  Iron Will (p. 54) 
  Change SPA Cost from 2 points to 1 point. 
   
  Marksman (p. 54) 
  Replace the entire entry with the following: 
   
  He may not be a sharpshooter yet, but the gunner with this SPA is skilled at placing his shots for maximum effect. As 
  long this unit stands still during its Movement Phase, any successful weapon attack it executes against a target within its 
  weapon’s range will deliver only half damage (rounded down, to a minimum of 1 point)—but if the attack scores a MoS of 
  3 or more, the Marksman also makes an additional Critical Hit check against its target. This critical check is made even if 
  the target still has armor. 
   
  Multi-Tasker (p. 55) 
  First paragraph.  After the second sentence (“At the player’s option…”) insert the following: 
   
  You may await the results of the first attack before declaring the target of the second, and the same unit may be targeted 
  twice. 
  
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  Oblique Artilleryman (p. 55) 
  First paragraph, second and third sentences 
   
  A unit benefiting whose gunner possesses this special pilot ability receives an additional –1 to-hit modifier for attacks 
  using any ART special abilities. Furthermore, the scatter distance for any artillery shells that do miss their target is reduced 
  by 2 inches (to a minimum of 0 inches). 
  Change to: 
  A unit that possesses this special pilot ability receives a –1 to-hit modifier for indirect attacks using the ART special ability. 
   
  Oblique Attacker (p. 55) 
  Second sentence 
   
  This unit receives a –1 to-hit modifier for attacks using ART or IF special abilities, 
  Change to: 
  This unit receives a –1 to-hit modifier for indirect attacks using the IF special ability, 
   
  Range Master (p. 55) 
  Replace the entire entry with the following: 
   
  This warrior’s ability to strike at their enemies has a certain comfort zone. Choose one range bracket other than the 
  Short or Horizon brackets. The gunner for this unit specializes in attacks at that bracket: apply a –2 to-hit modifier for 
  attacks in the specialized bracket, but a +2 to-hit modifier for any attack made in the Short range bracket. 
   
  Range To-Hit Modifiers with Range Master and Sniper SPAs 
   
  S 
  M 
  L 
  E 
  Standard 
  +0 
  +2 
  +4 
  +6 
  Sniper 
  +0 
  +1 
  +2 
  +3 
  Medium Range Master 
  +2 
  +0 
  +4 
  +6 
  Long Range Master 
  +2 
  +2 
  +2 
  +6 
  Long Range Master w/Sniper 
  +2 
  +1 
  +0 
  +3 
  Medium Range Master w/Sniper 
  +2 
  +0 
  +2 
  +3 
  Extreme Range Master w/Sniper 
  +2 
  +1 
  +2 
  +1 
   
  Sniper (p. 56) 
  Replace the entire entry with the following: 
   
  The sniper prefers to fight from a distance. This gunner’s SPA reduces their unit’s to-hit modifiers at Medium, Long, 
  and Extreme range to +1 (Medium), +2 (Long), and +3 (Extreme), but does not affect the Short or Horizon range modifiers. 
  Sniper also has no effect on indirect fire (IF) or artillery (ART) attacks. 
   
  Tactical Genius (p. 57) 
  Second paragraph 
   
  In addition, if the Battlefield Intelligence rules are in play (see pp. 82-83, AS), this unit is treated as if it has the MHQ 
  special ability. 
  Change to: 
  In addition, if the Battlefield Intelligence rules are in play (see pp. 16-17), this unit is treated as if it has the MHQ4 
  special ability. 
   
  Weapon Specialist (p. 58) 
  Replace the entire entry with the following: 
   
  The weapon specialist is a superlative expert with certain types of weapons, and can deliver much more accurate fire 
  when he sticks to those guns alone. If the unit makes a standard weapons attack and misses by 1, the attack deals half 
  damage (round down, to a minimum of 1 point). 
  
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  Step 2: Establish Engagement Control (p. 78) 
  After “DropShips and WarShips” insert the following new paragraph: 
   
  Aerodyne DropShips: Aerodyne DropShips have three Firing Arcs (Fore, Right Wing, Left Wing) that can all target a 
  single Unit in the forward arc. They can each be used, as separate attacks, against the same target, or against separate 
  targets that are each in the forward arc (see Multiple Weapon Classes and Firing Arcs, below). However, an aerodyne has 
  no Right Side or Left Side attacks: any unit targeting them from the sides cannot be attacked in return by an aerodyne 
  DropShip. 
   
  Step 4: Determine To-Hit Numbers (p. 80) 
  Under “Capital and Standard Weapons”, second paragraph, second sentence 
   
  Remember that capital weapons and capital missiles will apply additional modifiers for targeting smaller units […] 
  Change to: 
  Remember that certain capital and sub-capital weapons apply additional modifiers for targeting fighter and small craft 
  units (see p. 81) […] 
   
  Ending Aerospace Engagements (p. 83) 
  At the beginning of the second paragraph insert 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. 
   
  Space Bombers (p. 85) 
  Under each of the three subsections (“Air-to-Air Arrow Missile”, “Anti-Ship Missile”, and “Anti-Ship Electronic Warfare 
  Missile”), remove the sentence in the first paragraph referring to multiple bomb slots (“Each counts as X normal bombs for 
  the purposes of movement rate calculations.”). 
   
  Alpha Strike Size Class Table (p. 92) 
  First footnote (*) 
   
  *These units automatically receive the LG special unit ability when operating on the ground map 
  Change to: 
  *’Mech units of this size automatically receive the LG special unit ability 
   
  Convert Movement (MP) and Movement Modes (p. 93) 
  At the end of the section insert the following new paragraph: 
   
  Regardless of the unit type or any special equipment mounted, as long as the unit uses Movement Points, after all 
  rounding has been applied, the unit rounds its Movement Points up to the nearest 2” increment. For example, a unit with 
  MASC that, after all rounding is applied, winds up with 25” of movement would then round that up to 26”. 
   
  Special Armor Types (p. 97) 
  1) Replace the Reflective Armor and Reactive Armor paragraphs with the following: 
   
  Reactive Armor: If all of a unit’s armor is reactive armor, the unit receives the Reactive Armor (RCA) special 
  ability. 
  Reflective Armor: If all of a unit’s armor is reflective armor, the unit receives the Reflective Armor (RFA) 
  special ability. 
   
   
   
   
  
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  2) Under “Patchwork Armor”, replace the first paragraph with the following: 
   
  Patchwork armor is a rare oddity in which the unit features multiple different armor types. To find the 
  BattleTech armor factor, it is necessary to group like armor types together and apply their appropriate multipliers 
  (if any) before finding the final sum. For example, a ’Mech which features hardened armor over its torso, but 
  standard armor on its arms, legs and head, would double the armor point value of its torso (to account for the 
  hardened armor). 
   
  ② Converting Armor (p. 97) 
  Before “Mobile Structures” insert the following new subsection: 
   
  Buildings 
  Standard buildings use the buildings rules (see p. 83, AS) and do not need converting. Advanced buildings may have 
  more equipment, armor, or even weaponry, and so would be converted as if they were a unit. One to eight Total 
  Warfare hexes of buildings can be converted to a single Alpha Strike building. A building’s armor is equal to its total 
  armor, divided by its Damage Scaling modifier (use its “to Building” value; see p. 115, TO), and then divided by 30 
  (round normally). Capital damage scaling is treated as a Damage Scaling modifier of 0.1. If the building doesn’t have a 
  listed Damage Scaling to Building, use a value of 1.0. 
   
  ② Converting Structure (p. 99) 
  Before the “Mobile Structures” subsection insert the following new subsection: 
   
  Buildings 
  Buildings receive a Construction Factor (CF) rather than a Structure rating. The Alpha Strike CF value of the unit 
  starts with its BattleTech construction factor (CF) value, divided by its Damage Scaling (use its “to Building” value; see 
  p. 115, TO). Capital damage scaling is treated as a Damage Scaling modifier of 0.1. Then divide by 30 and round this 
  figure up to the nearest whole number. If the building doesn’t have a listed Damage Scaling to Building, use a value 
  of 1.0. 
  Damage absorption starts with 0 for light, 1 for medium, 2 for heavy and 3 for hardened. This is divided by the 
  building’s Damage Scaling to Buildings value. This value is the non-infantry Damage Absorption. It is doubled for 
  infantry Damage Absorption. A 0 for non-infantry Damage Absorption becomes a 1 for infantry Damage Absorption. 
  Collapse damage is 0* for light, 1 for medium, 2 for heavy and 3 for hardened. This is divided by its Damage 
  Scaling to Units modifier (see p. 115, TO). Treat a 0* as 0.5 if the building has a Damage Scaling modifier. Any result 
  less than 1 is a 0*. 
   
  Mobile Structures (p. 99) 
  Replace the entire entry including the title with the following: 
   
  Advanced Buildings and Mobile Structures 
  For Advanced Buildings and Mobile Structures, the Alpha Strike Structure value of the unit is equal to its 
  BattleTech construction factor (CF) value, divided by the CF Modifier shown below based on the unit’s classification. 
  Round the result up to the nearest whole number. Like armor, the Structure value for a Mobile Structure applies on a 
  per-section basis, rather than across the entire unit. 
   
  Classification 
  CF Modifier 
  Tent, Fence, Hangar, Standard, Wall, Bridge 
  30 
  Gun Emplacement, Fortress 
  15 
  Castle Brian 
  3 
   
  General Conversion Rules (p. 99) 
  1) Third paragraph, last sentence 
   
  Otherwise, round all damage values up to the nearest whole number. 
  Change to: 
  Otherwise, if the unit does not track heat, round all damage values up to the nearest whole number. 
  
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  2) Under “Adjustment for Heat”, in between the first and second sentence insert the following: 
   
  As such, do not perform any damage rounding at this stage. 
   
  Converting Weapons [example text] (p. 100) 
  1) First paragraph, last sentence 
   
  Combined, this means the Mad Cat Mk II’s Short range value would be 6 points ([1.245 × 2 Gauss rifles] + [0.7 × 4 
  ER medium lasers] + [0.6 × 2 LRM 10s] = 6.49, rounded normally to 6.) 
  Change to: 
  Combined, this means the Mad Cat Mk II’s Short range value would be 7 points ([1.245 × 2 Gauss rifles] + [0.7 × 4 
  ER medium lasers] + [0.6 × 2 LRM 10s] = 6.49, rounded up to 7.) 
   
  2) Replace the last two paragraphs with the following: 
   
  Finally, at Long range, the Clan Gauss rifles continue to deliver 1.5 points per weapon, but the ER medium 
  lasers deliver nothing as they are now out of range. The LRM 10s aren’t, however, and continue to produce 0.6 
  damage each at this bracket. This yields a Long range value of 5 ([1.5 x 2 Gauss rifles] + [0.6 x 2 LRM 10s] = 4.2, 
  rounded up to 5). 
  Before adjusting for any other factors—such as the Mad Cat Mk II’s heat management capabilities—this gives 
  the ’Mech an Alpha Strike damage value of 7/7/5. 
   
  Alpha Strike Weapon Conversion Tables (p. 101) 
  Delete the “Adjustment for Heat” paragraph and insert the following: 
   
  Damage Values: The conversion process requires several different types of damage values at different points. Each 
  type is explained below: 
   
  • 
  Damage Subtotal: A unit’s total damage at a given range bracket modified by everything except heat (such as 
  ammunition or targeting computers). No rounding is applied. 
  • 
  Heat-Modified Damage: Any unit whose heat production is significantly greater than its dissipation will have to 
  reduce its damage. This process is covered in Converting Heat (see p. 115). However, even if the unit does not 
  reduce its damage due to heat, or even if the unit does not track heat at all, the damage subtotals are rounded to 
  the nearest tenth and the results are still referred to as the unit’s heat-modified damages. 
  • 
  Final Damage: The damage after all possible modifications and rounding have been performed (see p. 116). 
   
  Be sure to keep a record of each damage value as you make your way through the process, as you will need to consult 
  them at different times. 
   
  Ammunition (p. 101) 
  First paragraph 
   
  The damage value for any ballistic or missile weapon that does not have at least 10 shots assigned to it must be 
  multiplied by 0.75, with the following additional conditions. 
  Change to: 
  For each ballistic or missile weapon, divide the number of shots for that weapon the unit carries by the number of such 
  weapons on the unit. If the result is less than 10, the damage value for each such weapon must be multiplied by 0.75, with 
  the following additional conditions. 
   
  Battle Armor Infantry (p. 102) 
  Under “Battle Armor Vibro-Claws” 
   
  Add 1 point of damage to the total damage value a battle armor unit delivers at Short range if its individual suits are 
  equipped with one vibro-claw manipulator of any kind. If the suits are equipped with 2 vibro-claw manipulators, increase 
  the unit’s total damage added to the unit to 2 points at Short range. 
  
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  Change to: 
  Add 0.1 points of damage to the total damage value a battle armor unit delivers at Short range if its individual suits are 
  equipped with one vibro-claw manipulator of any kind. If the suits are equipped with two vibro-claw manipulators, 
  increase the unit’s total damage by 0.2 points at Short range. 
   
  ② Converting Weapons (p. 103) 
  Before “Mobile Structures” insert the following new subsection: 
   
  Buildings 
  In Alpha Strike, buildings receive four basic firing arcs—Front, Left, Right, and Rear—plus a possible turret, for a 
  maximum of five firing arcs. Calculate separate damage values for each arc for all non-turret weapons in that firing 
  arc. 
  Building Turrets: Unlike most other turret-equipped units, the damage values from a building’s turrets are not 
  combined with the rest of the unit’s base damage by facing; they are treated in gameplay as a wholly separate firing 
  arc. 
  Capital or Sub-Capital Weapons: Some buildings may even possess capital or sub-capital weapons (including 
  capital or sub-capital missiles) in their capabilities. If so, the unit must combine these weapons by arc separately from 
  the standard-scale weapons it otherwise carries. These capital and sub-capital weapons are assigned their own 
  damage values per firing arc, rather than combined with the other weapon types, in the same fashion as found with 
  DropShip or WarShip conversions. 
   
  Alpha Strike Weapon Conversion Table: Inner Sphere Standard Weapons (p. 104) 
  Hyper-Velocity AC/10: reduce its Extreme range from 1 to 0. 
   
  Alpha Strike Weapon Conversion Table: Inner Sphere Standard Weapon (Continued) (p. 105) 
  Small Pulse Laser: under Notes, add “Point Defense”. 
   
  Alpha Strike Weapon Conversion Table: Inner Sphere Standard Weapon (Continued) (p. 106) 
  Replace Heat and Short, Medium and Long ranges for the Re-engineered Lasers with the following values: 
   
  Large Re-engineered Laser 
  9 
  0.945, 0.945, — 
  Medium Re-engineered Laser 
  6 
  0.63, 0.63, — 
  Small Re-engineered Laser 
  4 
  0.42, —, — 
   
  Alpha Strike Weapon Conversion Table: Inner Sphere Standard Weapon (Continued) (p. 107) 
  1) MRM 40: change the Short range damage from 2.28/24 to 2.28/2.4 
   
  2) At the end of “Torpedoes” footnote insert the following: 
   
  Torpedo damage values are used only for the Torpedo (TOR) special ability (see p. 132), and are not added to the 
  base Short, Medium or Long damage values with other weapons. 
   
  Alpha Strike Weapon Conversion Table: Clan Standard Weapon (Continued) (p. 110) 
  1) Under “Improved ATM 6”, change the Long range damage from 1 to 0.6. 
   
  2) At the end of “Torpedoes” footnote insert the following: 
   
  Torpedo damage values are used only for the Torpedo (TOR) special ability (see p. 132), and are not added to the 
  base Short, Medium or Long damage values with other weapons. 
   
   
   
   
  
  Alpha Strike Companion Errata v1.2 
   
  Page 11 of 19 
   
  Alpha Strike Weapon Conversion Table: Artillery Weapons (p. 111) 
  Update the Damage for all artillery weapons as follows (artillery with asterisks include their primitive equivalents): 
   
  Artillery Name 
  Damage 
  Arrow IV (Inner Sphere)* 
  2 
  Arrow IV (Clan) 
  2 
  Thumper 
  1 
  Sniper 
  2 
  Long Tom* 
  3/1 
  Cruise Missile/50 
  5 
  Cruise Missile/70 
  7/2 
  Artillery Name 
  Damage 
  Cruise Missile/90 
  9/4 
  Cruise Missile/120 
  12/5 
  Battle Armor Tube Artillery 
  1 
  Artillery Cannons 
  Thumper Cannon 
  0* 
  Sniper Cannon 
  1 
  Long Tom Cannon 
  2
   
  Alpha Strike Weapon Conversion Table: Additional Inner Sphere Battle Armor Weapons (Continued) (p. 112) 
  Under “Direct-Fire Ballistic Weapons”, for both Light Mortars and Heavy Mortars, remove the “Indirect Fire” note. 
   
  Alpha Strike Weapon Conversion Table: Additional Clan Battle Armor Weapons (p. 113) 
  Under “Direct-Fire Ballistic Weapons”, for the Battle Armor LB-X Autocannon, Notes, add “Flak”. 
   
  Alpha Strike Capital and Sub-Capital Weapon Conversion Table (p. 114) 
  Under “Capital Ballistic Weapons”, change the Naval Autocannon/25 (NAC/25) Short-range damage from 23 to 25.  
   
  Converting Heat (p. 115) 
  Replace this entire section with the material found in ASC - Converting Heat Errata v1.1.doc 
   
  Determining Final Damage Values (p. 116) 
  Replace this entire section with the material found in ASC - Converting Heat Errata v1.1.doc 
   
  Special Unit Ability Damage Values (p. 116) 
  First paragraph, second sentence 
   
  This is similar to how a unit’s normal attack values are computed, except that these values include only those for the 
  weapons specified by the ability, and are not subject to heat modification. 
  Change to: 
  This is similar to how a unit’s normal attack values are computed, except that these values include only those for the 
  weapons specified by the ability. 
   
  Alpha Strike Special Unit Abilities Table (p. 118) 
  Under “Improved Narc Missile Beacon”, change INARC to INARC# 
   
  Alpha Strike Special Unit Abilities Table (Continued) (p. 119) 
  Under “Narc Missile Beacon”, change CNARC and SNARC to CNARC# and SNARC# 
   
  C3 Systems (p. 121) 
  1) Under “C3 Emergency Master (C3BSM#)”, change the title of this entry to C3 Emergency Master (C3EM#) 
   
  2) Under “C3 Slave Computer (C3S)” 
   
  A unit receives this special ability if it lists at least one standard C3 Slave computer in its weapons and equipment 
  inventory. 
  Change to: 
  A unit receives this special ability if it lists at least one standard C3 Slave or C3 Emergency Master computer in its 
  weapons and equipment inventory. 
   
  
  Alpha Strike Companion Errata v1.2 
   
  Page 12 of 19 
   
  Improved Narc Missile Beacon (INARC) (p. 125) 
  1) Change the subsection title to Improved Narc Missile Beacon (INARC#) 
   
  2) At the end of the Conversion paragraph insert the following: 
   
  If more than one launcher is carried, note the number of launchers with the special ability. 
   
  Improved Advanced Tactical Missiles (IATM #) (p. 125) 
  Replace the entire entry, including the title, with the following: 
   
  Improved Advanced Tactical Missiles (IATM#/#/#) 
  This special ability tracks damage from a unit’s improved ATM and Fusillade launcher weapons, and indicates an 
  ability to use alternate IATM munitions. 
  Conversion: A unit receives this special if it carries any number of improved ATM launchers and Fusillade 
  launchers that, when combined, are capable of delivering 1 or more points of damage at Medium range after heat-
  modification and before final damage value rounding. To find the final attack values for this ability, add up the 
  damage for all of the unit’s improved ATM launchers and Fusillade launchers (indicated on the weapon conversion 
  tables by any weapons with the “IATM” note), and round all sums normally. 
  Record this ability as IATM#/#/#, where # is the final damage value for each range bracket. 
   
  Light ECM (LECM) (p. 126) 
  Replace the “Conversion” paragraph with the following: 
   
  Only battle armor units carrying an ECM suite receive this special ability. 
   
  Long-Range Missiles (LRM#/#/#) (p. 126) 
  In between the first and second paragraphs insert the following new paragraph: 
   
  MMLs apply some of their damage values to the LRM special ability. The Long range MML damage values are applied 
  towards the Long range LRM special ability, and half the Medium range MML damage values, rounded normally, are 
  applied towards the medium range LRM special ability. MMLs add no damage values to the Short range LRM special 
  ability. 
   
  Mimetic Armor System (MAS, LMAS) (p. 127) 
  Under “Conversion” 
   
  Units that list a Void-Signature System or Chameleon Light Polarization Shield in their weapons and equipment inventory 
  receive the MAS special ability, 
  Change to: 
  Units that list a Void-Signature System in their weapons and equipment inventory receive the MAS special ability, 
   
  Narc Missile Beacon (CNARC, SNARC) (p. 128) 
  1) Change the subsection title to Narc Missile Beacon (CNARC#, SNARC#) 
   
  2) At the end of the “Conversion” paragraph insert the following: 
   
  If more than one launcher is carried, note the number of launchers with the special ability. 
   
  ② Point Defense (PNT#) (p. 127) 
  First paragraph 
   
  but also capital missiles, sub-capital missiles, and Arrow IV homing artillery missiles. 
  Change to: 
  but also capital missiles, sub-capital missiles, and Arrow IV artillery. 
   
  
  Alpha Strike Companion Errata v1.2 
   
  Page 13 of 19 
   
  Short-Range Missiles (SRM#/#) (p. 131) 
  In between the first and second paragraphs insert the following new paragraph: 
   
  MMLs apply some of their damage values to the SRM special ability. The Short range MML damage values are applied 
  towards the Short range SRM special ability, and half the Medium range MML damage values, rounded normally, are 
  applied towards the Medium range SRM special ability. 
   
  Stealth (p. 131) 
  Under “Conversion”, remove “Void Signature System”. 
   
  Step 1: Determine Unit’s Offensive Value (p. 138) 
  Under “Attack Damage Value”, last sentence 
   
  Count all minimum damage values (0*) as 0. 
  Change to: 
  For a minimum damage value (0*) at Short or Long range, add 0.5. For a minimum damage value at Medium Range, add 1. 
   
  Step 1a: Apply Blanket Offensive Modifiers (p. 139) 
  Delete the second paragraph (“After multiplying…”) 
   
  Step 2: Determine Unit’s Defensive Value (p. 139) 
  Under “Movement Factor”, first sentence 
   
  A unit’s Movement Factor equals 0.25 points for every 2 inches of Move the unit has. 
  Change to: 
  A unit’s Movement Factor is equal to its highest single movement rate divided by 8. 
   
  Offensive Special Ability Factor Table (Ground Units) (p. 139) 
  1) Under “ARTX-#”, Factor Value column, change Damage × 4** to Damage × 6** 
   
  2) Change “CNARC” to “CNARC#” and its Factor Value from 0.5 to Ability Rating × 0.5 
   
  3) Insert a new row for IATM#/#/#.  Its Factor Value is “Long range damage value × 1” 
   
  4) Under “IF#”, Factor Value column, add the following: IF0* = 0.5 
   
  5) Change “INARC” to “INARC#” and its Factor Value from 1 to Ability Rating × 1 
   
  6) Change “SNARC” to “SNARC#” and its Factor Value from 1 to Ability Rating × 1 
   
  7) Insert a new row for TSEMP-O#.  Its Factor Value is “Ability Rating x 1 (Max 5)” 
   
  8) Under “TSEMP#”, Factor Value column, change Ability Rating x 1 (Max 5) to Ability Rating x 5 
   
  9) Footnotes section, replace the ** footnote with the following: 
   
  **If the artillery delivers damage expressed by a slash, multiply the first (Inner) damage value by 6, then add 3 
  points for every point of second (Outer) damage value, plus 3 points for every 2 full inches of blast radius beyond 
  2”. (For example, a single Long Tom artillery weapon—Damage 3/1, Radius 6”—would receive a Factor Value of 
  27 [3 × 6 = 18] + [3 × 2” over 2” = 6] + [3 × 1 = 3] = 27). 
   
  Offensive Blanket Multipliers Table (Ground Units) (p. 139) 
  1) ② Remove “Any C3 Special (other than C3RS)” 
   
  2) In the table footnotes, first (*) footnote, delete “, and DRO” 
   
   
   
  
  Alpha Strike Companion Errata v1.2 
   
  Page 14 of 19 
   
  Defensive Special Ability Factor Table (Ground Units) (p. 140) 
  1) Under “CR”, change its Factor Value to “0.25 (only if the unit has 3 or more Structure points)” 
   
  2) Under the “Factor Value” column, for each ability that has the wording “per 3 Armor points (round down)”, 
  change this to read: 
   
  × (Armor points/3 (round down)) 
   
  Defense Factor Modifiers Table (Ground Units) (p. 140) 
  1) Under “Unit’s Best Move Rate” 
   
  Unit is Jump-Capable 
  Change to: 
  Unit is Jump-Capable* 
   
  2) ② Under “Unit’s Type and Features”, change the Type Modifier for “Has Stealth Armor” from +2 to +1. 
   
  3) Under “Unit’s Type and Features”, replace the “Has Mimetic Armor” entry with the following: 
   
  Has Mimetic Armor (LMAS Special)  
  +2** 
  Has Mimetic Armor (MAS Special)  
  +3** 
   
  4) Replace the footnote text with the following: 
   
  *Apply only if the unit is infantry or has neither of the following: TSEMP (TSEMP-O does not count) and a Damage 
  Value in any range bracket higher than 0. 
  **Apply only if this value is higher than the unit’s total Movement Modifier. If so, this value is used instead of the 
  total Movement Modifier, not in addition to it. 
   
  Step 2a: Calculating Defensive Interaction Rating (DIR) (p. 141) 
  1) ② Under “Defense Factor”, replace the first paragraph with the following: 
   
  Using the Defense Factor Modifiers Table on page 140, find the ground unit’s total target modifier. To do this, 
  first find any applicable Type and Feature Modifiers. Then find the unit’s Movement Modifier (not including any 
  jump-capable bonus). If the unit has more than one Move rate, use whichever provides the highest total bonus; 
  however, never use a jumping Move rate over a non-jumping rate, even if the jumping Move rate is faster and/or 
  provides a higher modifier. 
  If the total is either 1 or 2, multiply the result by 0.1. If the total is 3 or higher, multiply the sum by 0.25. 
  Whatever the result, add 1 to find the unit’s Defense Factor. 
  If the total is less than 0, drop the negative and multiply the result by 0.1. Subtract the result from 1 to find 
  the unit’s Defense Factor. For example, a unit with a total target modifier of –1 would have a Defense Factor of 
  0.9. 
   
  2) Under “Calculate the DIR”, first paragraph, last sentence 
   
  Round this result up to the nearest half point (0.5), to find the unit’s DIR. 
  Change to: 
  Round this result to the nearest half point (0.5) to find the unit’s DIR. 
   
   
   
   
   
   
  
  Alpha Strike Companion Errata v1.2 
   
  Page 15 of 19 
   
  ② Step 3: Determine Unit’s Final Point Value (p. 141) 
  Replace the first paragraph with the following: 
   
  Once the Offensive and Defensive Values for a ground unit are known, add them together to find the unit’s Point Value 
  Subtotal. 
  Certain capabilities (or lack thereof) can drastically alter a unit’s battlefield potential. The following PV Subtotal 
  Modifiers alter a unit’s cost to reflect this. Each modifier is applied to the PV Subtotal at the same time, only after all 
  applicable modifiers have been calculated (i.e. they do not rely on one another, and so can be performed in any order). 
  Round each modifier to the nearest 0.5. 
  Agile: Take the unit’s Target Movement Modifier (not including the Jumped modifier, if applicable). If this is 2 or 
  higher, then multiply the unit’s TMM – 1 by the unit’s Medium range damage value. If the unit has no Medium range 
  damage value, but has a Target Movement Modifier of 3 or higher, then multiply the unit’s TMM – 2 by the unit’s Short 
  range damage value. Apply the result to the unit’s PV Subtotal. Otherwise, no additional cost is applied. 
  For example, a Dasher Prime has a TMM of 4, and a Medium-range damage value of 3. As such, it applies an extra [(4 
  TMM – 1) x 3 Medium range damage] = 9 points to its PV Subtotal. A Dasher H has no Medium range damage value. 
  However, its TMM is 4, and so a charge of [(4 TMM – 2) x 5 Short range damage] = 10 points is applied to its PV Subtotal. 
  Brawler: If the unit is armed, has at least 2 inches of Move, and is not equipped with any of the following special 
  abilities: ART-# (any type), BT, C3 (any type), ECM (any type other than LECM) or NOVA, then it may modify its PV Subtotal 
  as follows. 
  C3: If the unit has NOVA or any form of C3 other than C3RS, add (PV Subtotal x 0.05). 
   
  ② Step 2: Determine Unit’s Defensive Value (p. 142) 
  Delete the “Threshold Value” paragraph and replace the Armor Factor paragraph with the following: 
   
  The Armor Factor of an aerospace unit equals its Alpha Strike Armor value. This is multiplied by (1.3 + (the unit’s Threshold 
  * 0.1)); if the result is higher than 1.9, reduce it to 1.9. If the unit has the BAR special, divide the final result by 2. 
   
  Offensive Special Ability Factor Table (Aerospace Units) (p. 143) 
  Footnotes 
   
  *Apply this Factor for each artillery weapon separately. 
  Change to: 
  *Apply this Factor for each artillery weapon separately. Remember that Artillery Cannons do not grant ART special abilities 
  to aerospace units, but instead are treated as part of the standard damage calculation (see pp. 104, 107). 
   
  Step 2: Determine Unit’s Defensive Value (p. 144) 
  Under “Movement Factor”, second sentence 
   
  If the unit possesses a Thrust of 10 or more, add 1 additional point to this result. 
  Change to: 
  If the unit possesses a Thrust of 7-9, add 0.5 points to this result. If the unit possesses a Thrust of 10 or more, instead add 
  2 points. 
   
  Standard Force Organization Schemes Table and accompanying text (pp. 148 and 149) 
  When in reference to infantry formations, replace all references to an Inner Sphere/Periphery lance with company 
  instead.  As far as standard Inner Sphere organization is concerned, an infantry platoon is already a lance. 
   
  Pursuit Lance (p. 152) 
  Under “Bonus Ability”, at the end of the paragraph insert the following: 
   
  The Pursuit Lance may choose an enemy Formation rather than a single unit as the target for the Blood Stalker SPA. If this 
  option is used, all members of the Pursuit Lance must choose the same enemy Formation for the Blood Stalker SPA 
  granted by this ability, and the destruction of the chosen Formation is the only time the Pursuit Lance may change the 
  target of the Blood Stalker SPA, by choosing a new enemy Formation. 
   
  
  Alpha Strike Companion Errata v1.2 
   
  Page 16 of 19 
   
  Command Lance (p. 153) 
  Under “Ideal Role”, replace the entire entry with “None”. 
   
  Equipment Diagnostics (p. 173) 
  Under “Destroyed Salvage”, second paragraph, second sentence 
   
  Any aerospace units that are destroyed through crashing cannot be salvaged, nor can any units that were destroyed by 
  Ammo Hit or Fuel Hit critical without the benefits of a CASE special (of any kind). 
  Change to: 
  Any aerospace units that are destroyed while airborne or through crashing cannot be salvaged, nor can any units that 
  were destroyed by Ammo Hit or Fuel Hit critical without the benefits of a CASE special (of any kind). 
   
  Repairs, Refueling and Rearming (p. 174) 
  Under “Repairs”, third paragraph, in between the first and second sentences insert the following: 
   
  A single repair activity is any single entry on the Expanded Repair and Rearming Table, regardless of the complexity of that 
  repair. For example, repairing ’Mech armor is a single activity, whether fixing one point of armor or ten points. 
   
  Repairs, Refueling and Rearming (p. 176) 
  Under “Refueling and Rearming”, second paragraph, second and third sentences 
   
  Units that require rearming will be any that possess one or more of the special unit abilities found on the Consumable 
  Systems Table. Each consumable system will add its SP cost and repair time to that unit’s rearming process. 
  Change to: 
  If the unit wishes to use Alternative Munitions in the next scenario, it must pay the Alternative Ammunition rearming cost 
  and repair time as seen on page 175; otherwise it uses the Standard Rules Ammunition rearming cost and repair time (in 
  both cases, the damage value is irrelevant). If a unit has the ENE special ability and none of the special abilities listed on 
  the Consumable Systems Table, it has no rearming cost or repair time. 
  A unit that has not rearmed reduces the damage dealt by its weapon attacks (but not its physical attacks) by 1 at all 
  range brackets. The unit also cannot use any of the special abilities listed on the Consumable Systems Table. Units with 
  ENE that do not rearm cannot use any other Consumable Systems’ special abilities, but their base damage values are 
  unaffected. 
   
  Skid Modifiers Table (p. 180) 
  1) Under “Modifier”, remove “0.68” in the first row. 
   
  2) Under “Unit’s Available Move is” 
   
  22” to 48” 
  Change to: 
  35” to 48” 
   
  Collision/Charging Table (p. 180) 
  Under the first column (“Size 1”) 
   
  36” to 43” 
  Change to: 
  37” to 43” 
   
  Positive Design Quirks (p. 186)  
  1) Improved Targeting (Medium) 
   
  Unit receives bonus to-hit at Short range. 
  Change to: 
  Unit receives bonus to-hit at Medium range. 
  
  Alpha Strike Companion Errata v1.2 
   
  Page 17 of 19 
   
  2) Improved Targeting (Long) 
   
  Unit receives bonus to-hit at Short range. 
  Change to: 
  Unit receives bonus to-hit at Long range. 
   
   
    
  ©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 Companion Errata v1.2 
   
  Page 18 of 19 
   
  NEW ADDITIONS 
  These are all the new entries or modifications of old entries for version 1.2 of this document.  They may also be found in 
  the Full Errata section in the appropriate locations, marked with a ②. 
   
  ② Armed Buildings (p. 25) 
  Remove the first paragraph on the page (“Attacks against building-mounted emplacements…”) 
   
  ② Converting Armor (p. 97) 
  Before “Mobile Structures” insert the following new subsection: 
   
  Buildings 
  Standard buildings use the buildings rules (see p. 83, AS) and do not need converting. Advanced buildings may have 
  more equipment, armor, or even weaponry, and so would be converted as if they were a unit. One to eight Total 
  Warfare hexes of buildings can be converted to a single Alpha Strike building. A building’s armor is equal to its total 
  armor, divided by its Damage Scaling modifier (use its “to Building” value; see p. 115, TO), and then divided by 30 
  (round normally). Capital damage scaling is treated as a Damage Scaling modifier of 0.1. If the building doesn’t have a 
  listed Damage Scaling to Building, use a value of 1.0. 
   
  ② Converting Structure (p. 99) 
  Before the “Mobile Structures” subsection insert the following new subsection: 
   
  Buildings 
  Buildings receive a Construction Factor (CF) rather than a Structure rating. The Alpha Strike CF value of the unit 
  starts with its BattleTech construction factor (CF) value, divided by its Damage Scaling (use its “to Building” value; see 
  p. 115, TO). Capital damage scaling is treated as a Damage Scaling modifier of 0.1. Then divide by 30 and round this 
  figure up to the nearest whole number. If the building doesn’t have a listed Damage Scaling to Building, use a value 
  of 1.0. 
  Damage absorption starts with 0 for light, 1 for medium, 2 for heavy and 3 for hardened. This is divided by the 
  building’s Damage Scaling to Buildings value. This value is the non-infantry Damage Absorption. It is doubled for 
  infantry Damage Absorption. A 0 for non-infantry Damage Absorption becomes a 1 for infantry Damage Absorption. 
  Collapse damage is 0* for light, 1 for medium, 2 for heavy and 3 for hardened. This is divided by its Damage 
  Scaling to Units modifier (see p. 115, TO). Treat a 0* as 0.5 if the building has a Damage Scaling modifier. Any result 
  less than 1 is a 0*. 
   
  ② Converting Weapons (p. 103) 
  Before “Mobile Structures” insert the following new subsection: 
   
  Buildings 
  In Alpha Strike, buildings receive four basic firing arcs—Front, Left, Right, and Rear—plus a possible turret, for a 
  maximum of five firing arcs. Calculate separate damage values for each arc for all non-turret weapons in that firing 
  arc. 
  Building Turrets: Unlike most other turret-equipped units, the damage values from a building’s turrets are not 
  combined with the rest of the unit’s base damage by facing; they are treated in gameplay as a wholly separate firing 
  arc. 
  Capital or Sub-Capital Weapons: Some buildings may even possess capital or sub-capital weapons (including 
  capital or sub-capital missiles) in their capabilities. If so, the unit must combine these weapons by arc separately from 
  the standard-scale weapons it otherwise carries. These capital and sub-capital weapons are assigned their own 
  damage values per firing arc, rather than combined with the other weapon types, in the same fashion as found with 
  DropShip or WarShip conversions. 
   
   
   
   
  
  Alpha Strike Companion Errata v1.2 
   
  Page 19 of 19 
   
  ② Point Defense (PNT#) (p. 127) 
  First paragraph 
   
  but also capital missiles, sub-capital missiles, and Arrow IV homing artillery missiles. 
  Change to: 
  but also capital missiles, sub-capital missiles, and Arrow IV artillery. 
   
  ② Offensive Blanket Multipliers Table (Ground Units) (p. 139) 
  Remove “Any C3 Special (other than C3RS)” 
   
  ② Defense Factor Modifiers Table (Ground Units) (p. 140) 
  Under “Unit’s Type and Features”, change the Type Modifier for “Has Stealth Armor” from +2 to +1. 
   
  ② Step 2a: Calculating Defensive Interaction Rating (DIR) (p. 141) 
  Under “Defense Factor”, replace the first paragraph with the following: 
   
  Using the Defense Factor Modifiers Table on page 140, find the ground unit’s total target modifier. To do this, first find 
  any applicable Type and Feature Modifiers. Then find the unit’s Movement Modifier (not including any jump-capable 
  bonus). If the unit has more than one Move rate, use whichever provides the highest total bonus; however, never use a 
  jumping Move rate over a non-jumping rate, even if the jumping Move rate is faster and/or provides a higher modifier. 
  If the total is either 1 or 2, multiply the result by 0.1. If the total is 3 or higher, multiply the sum by 0.25. Whatever the 
  result, add 1 to find the unit’s Defense Factor. 
  If the total is less than 0, drop the negative and multiply the result by 0.1. Subtract the result from 1 to find the unit’s 
  Defense Factor. For example, a unit with a total target modifier of –1 would have a Defense Factor of 0.9. 
   
  ② Step 3: Determine Unit’s Final Point Value (p. 141) 
  Replace the first paragraph with the following: 
   
  Once the Offensive and Defensive Values for a ground unit are known, add them together to find the unit’s Point Value 
  Subtotal. 
  Certain capabilities (or lack thereof) can drastically alter a unit’s battlefield potential. The following PV Subtotal 
  Modifiers alter a unit’s cost to reflect this. Each modifier is applied to the PV Subtotal at the same time, only after all 
  applicable modifiers have been calculated (i.e. they do not rely on one another, and so can be performed in any order). 
  Round each modifier to the nearest 0.5. 
  Agile: Take the unit’s Target Movement Modifier (not including the Jumped modifier, if applicable). If this is 2 or 
  higher, then multiply the unit’s TMM – 1 by the unit’s Medium range damage value. If the unit has no Medium range 
  damage value, but has a Target Movement Modifier of 3 or higher, then multiply the unit’s TMM – 2 by the unit’s Short 
  range damage value. Apply the result to the unit’s PV Subtotal. Otherwise, no additional cost is applied. 
  For example, a Dasher Prime has a TMM of 4, and a Medium-range damage value of 3. As such, it applies an extra [(4 
  TMM – 1) x 3 Medium range damage] = 9 points to its PV Subtotal. A Dasher H has no Medium range damage value. 
  However, its TMM is 4, and so a charge of [(4 TMM – 2) x 5 Short range damage] = 10 points is applied to its PV Subtotal. 
  Brawler: If the unit is armed, has at least 2 inches of Move, and is not equipped with any of the following special 
  abilities: ART-# (any type), BT, C3 (any type), ECM (any type other than LECM) or NOVA, then it may modify its PV Subtotal 
  as follows. 
  C3: If the unit has NOVA or any form of C3 other than C3RS, add (PV Subtotal x 0.05). 
   
  ② Step 2: Determine Unit’s Defensive Value (p. 142) 
  Delete the “Threshold Value” paragraph and replace the Armor Factor paragraph with the following: 
   
  The Armor Factor of an aerospace unit equals its Alpha Strike Armor value. This is multiplied by (1.3 + (the unit’s Threshold 
  * 0.1)); if the result is higher than 1.9, reduce it to 1.9. If the unit has the BAR special, divide the final result by 2. 
  
SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/errata/Alpha-Strike-Companion-2018-06-06-v1.2.pdf