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Manual de publicidad exterior visual para el distrito capital….28

3. Marco referencial

3.3. Marco legal

3.3.3. Manual de publicidad exterior visual para el distrito capital….28

Density Target Number

5 5+

4 6+

3 7+

2 8+

introduction introductory alpha strike standard alpha strike abstract aerospace system advanced options alpha strike campaign rules era setting: the clan invasion

the battletech universe damage or other effects equal to that of a standard minefield

type of equal density, so command-detonated inferno mines will deliver 2 points of heat upon detonation, while command- detonated conventional mines will deliver damage equal to their current density values.

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SyStemS

Under normal Alpha Strike gameplay, combat units employ a range of layered sensor and targeting systems that result in a very generalized, all-aspect effectiveness in combat. At the players’ discretion, some or all of the non-infantry units in a given force may employ a variety of specialized targeting and tracking systems instead. these systems must be engaged for the entire scenario and—with the exception of variable-range targeting—may not be turned off or adjusted (though they may be reconfigured between battles in a campaign).

the effects of these specialized targeting and tracking system arrangements are outlined as follows.

Long-Range Targeting: A unit using long-range targeting replaces its normal range modifiers for weapon attacks

with the following: Short range (+1), medium range (+2), Long range (+3), Extreme range (+4),

Horizon range (+6).

Short-Range Targeting: A unit using short-range targeting replaces its

normal range modifiers for weapon attacks with the following: Short range (–1), medium range (+2), Long range (+5), Extreme range (+7), Horizon range (+10).

variable-Range Targeting: Provides an exception to the rule prohibiting in-game changes to targeting systems, but requires that the unit possesses the variable- range targeting (VRt) special ability. this targeting system type allows the unit to switch between short-range, long- range, or standard targeting during the End Phase of any turn.

Anti-Aircraft Targeting: Attacks by this unit against airborne units of any type (including all aerospace units, VtOL and Airship

vehicles, and WiGE vehicles operating at or higher than 2 inches above the terrain) receive a –2 to-hit modifier. Against all other targets

(including grounded aerospace units and vehicles), a +1 to-hit modifier applies instead. EMP Mines: Electromagnetic pulse (EmP) minefields

receive a density rating just like conventional minefields, and use the same target numbers and modifiers to determine whether or not they are detonated as a unit enters their area of effect. However, regardless of their density, EmP mines can only detonate once per game (per 2” area), and thus drop instantly to a density of 0 once they make an attack.

moreover, instead of delivering damage to target units like a conventional minefield, EmP mines create a temporary, 4-inch radius ECm field that is hostile to all units (regardless of side). this ECm bubble disrupts all systems that can be affected by ECm until the end of the current turn. (treat this as an ECm field with the strength of 3 ECm suites, if using the ECm/ECCm rules on p. 91). Any non-infantry unit affected by EmP mines suffers a +2 to-hit modifier for 3 Combat Phases after the attack. In addition, heat tracking units caught within the radius of an EmP mine detonation apply an automatic +1 level to the Heat scale during the End Phase following the detonation. Units that do not track heat suffer 1 point of damage instead.

Inferno Mines: Inferno mines resolve the chances of a successful attack against any passing units in the exact same manner as a conventional minefield of equal density rating. Against any units that do not track heat, these mines will also deliver damage as a conventional field of the same density rating. For units within their area of effect that do track heat, however, Inferno mines will deliver 2 points of heat instead, which must be added at the End Phase.

In addition to these effects, if the fire and smoke rules are in use (see Fire and Smoke, pp. 100-101), a detonating Inferno mine minefield will fill the field’s area of effect with fire.

Command-Detonated Mines Any of the above minefield types may be designated as command-detonated minefields. If a command- detonated minefield type is not designated at the start of play, it is resolved as a conventional command- detonated field.

A command-detonated minefield is not set off by the passage of units, but instead must be triggered by an active unit that is “friendly” to the minefield’s controlling side and which ends its movement Phase with direct LOS to the minefield. Hostile ECm in the area will not block the signal to detonate a command-detonated minefield. Each detonation of a command- detonated minefield reduces the field’s density by 1 point.

When a command-detonated minefield is triggered, all units in the field’s area of effect will suffer

SpecIAl AbIlItIeS

Special abilities reflect extra features of a unit’s performance created by its equipment or unit type. While most of these provide units with additional benefits, some special abilities may also reflect handicaps or restrictions. If a special ability contradicts the basic gameplay rules, the ability takes precedence.

Units may have multiple special abilities. If two special abilities contradict each other, refer to the detailed ability description for additional instructions.

the special ability descriptions below describe abilities usable in advanced-level Alpha Strike games. these abilities add to those already discussed in the introductory and standard Alpha

Strike rules.

SPECIAL ABILITy DESCRIPTIONS

these abilities are listed by name, with their common abbreviation given in parentheses. Special abilities followed by a numeric designator (#) indicate indicates that may have variable effect based on the number used. If multiple numbers, separated by slashes, appear by a special ability’s abbreviation, those values indicate an ability that delivers damage in the Short, medium, and Long range brackets. (For example, a unit with AC 2/2 indicates a unit that can deliver 2 points of autocannon damage at Short and medium range in a successful attack against a targeted unit, while a unit with AC 3/2/2 can deliver 3 points of autocannon damage at Short, and 2 points at medium and Long ranges.)

Active Probe (PRB)

Units equipped with active probes have an extended view of the battlefield, enabling them to provide information about targets without moving into the target’s Short range bracket. the active probe’s effective range is 18”, automatically confers the Recon (RCN) special ability upon its user, and enables it to detect hidden units (see Hidden Units, p. 102), identify incoming sensor blips, or even discover the capabilities of unknown hostile units that fall within this range (see Concealing Unit Data, pp. 87-89).

Hostile ECm systems, including Angel ECm (AECm) and standard ECm (ECm) will overwhelm the active probe’s abilities. Aerospace Transport (AT#)

A unit with this special ability can transport, launch and recover the indicated number of aerospace or conventional fighters (see

Aerospace Unit Transports, p. 72).

Artillery (ARTX-#)

this special ability lets a unit make an artillery attack, with an abbreviation for each type of artillery replacing the “X” in the ability’s acronym. Each different type of artillery a unit carries is listed separately, with the number indicating the number of that type carried. For example, a unit with two Long tom artillery weapons would record this as ARtLt-2.

Refer to the Artillery Abbreviations table, below (see the Bomb (BOmB#) special ability, p. 105, for Arrow IV missiles carried as bombs).

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