Turn Tracker
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    Rename or recolor a side once its secret is out. The change shows on every device.

    Players

    Someone joining or leaving? Add or remove players, change lance counts and hand lances to a teammate.

    Turn reminders

    Minutes after a player's turn comes up, if they haven't pressed "Starting my turn". Changes apply to every device right away.

    min min min min min

    Edit players

    Changes apply right away. โ–ฒ moves a player earlier in their side's turn order. Give hands lances to a teammate. โœ• removes a player; if they still have lances you'll be asked who takes them over.

    End the game?

    This ends the battle for everyone and shows the final round times and turn-start times. If it was a mistake, Undo brings the game back.

    Give lances

    TAKE YOUR TURN!!!

    Movement

    Summarized from Alpha Strike: Commander's Edition (pp. 32โ€“38, 42, 52). The rulebook governs.

    Each unit picks one

    Mark how each unit moved (e.g. a movement die): it sets its own attack modifier and how hard it is to hit.

    Terrain and elevation

    CostTerrain (extra Move per inch)
    +1"Woods
    +1"Rough ground or rubble
    +1"Water 1" deep
    +6"Water 2" or deeper
    +2"'Mech climbing or dropping, per inch of height (max 2" up per 1" forward)
    +4"Vehicle climbing or dropping, per inch of height (max 1" per 1")

    Jumping

    Facing and other units

    'Mech firing arcs The front half of the base is the firing arc. Attacks that hit through the rear hexside do 1 extra damage. REAR weapons fire into the rear half at +1. FRONT ARC attacks only into this half rear half: no attacks (REAR: +1) hit through the rear side: +1 damage facing
    Firing arcs for a 'Mech facing up the page. The target must be at least half inside the front arc. Rear hits are judged by a straight line from the centre of the attacker's base to the centre of the target's: if it crosses the target's rear hexside, it's a rear hit. Quad 'Mechs fire only into a 90ยฐ front arc; turrets (TUR) fire all around.

    Heat ('Mechs)

    How moving affects attacks

    ModThe attacker this turn
    โˆ’1Stood still
    +0Moved on the ground
    +2Jumped
    ModThe target this turn
    +0Stood still
    +TMMMoved on the ground
    +TMM +1Jumped (weak jump jets, JMPW#: โˆ’ #)
    โˆ’4Immobile or shut down

    Attack modifiers

    Summarized from Alpha Strike: Commander's Edition (pp. 42โ€“46). The rulebook governs.

    Target number = Skill + range + attacker movement + target movement + terrain + other. Roll 2D6: equal or higher hits. A target number of 2 or less always hits; over 12 always misses.

    Range

    ModRange
    +0Short: up to 6"
    +2Medium: over 6" to 24"
    +4Long: over 24" to 42"

    Movement this turn

    ModAttacker
    โˆ’1Stood still
    +0Moved on the ground
    +2Jumped
    ModTarget
    +0Stood still
    +TMMMoved on the ground
    +TMM +1Jumped (weak jump jets, JMPW#: โˆ’ #)
    โˆ’4Immobile or shut down (and the scenario dishes)

    Terrain and cover

    ModCondition
    +1Woods the target is in, or woods between you and it (more than 6" of woods in the way blocks line of sight)
    +1Target in partial cover ('Mechs only)
    +1Scenario: target is hull down (entrenched), unless you're behind it

    Attacking a dish (scenario): dishes are immobile, so the target number is Skill + range + your movement โˆ’ 4. They take damage straight off their CF (60).

    Other

    ModCondition
    +1 / +2Indirect fire (IF); +2 if the spotter also attacked this turn
    +1Firing REAR weapons
    +2Each Fire Control critical hit on the attacker
    +heatAttacker's heat level
    โˆ’1Target is Large (LG, VLG, SLG)

    Physical attacks

    ModAttack
    +0Standard (punch, kick): 'Mechs within 1". Damage = its Size.
    +1Charge: 'Mechs or vehicles, declared in the Movement phase, must end in base contact. Damage = inches moved ร— Size รท 8 (rounded). Attacker takes 1 if the target is Size 3+.
    +1Death From Above: jumping 'Mechs only, declared in the Movement phase (plus the +2 for jumping). Damage = Charge damage + 1. Attacker takes its own Size, or Size + 1 if it misses.

    A unit can be the target of only one Charge or Death From Above per turn. Overheat never adds to physical attacks.

    'Mech critical hits

    From Alpha Strike: Commander's Edition, Determining Critical Hits Table (pp. 49โ€“50). Effects are summarized.

    'Mech critical hits

    2D6'Mech
    2Ammo Hit
    3Engine Hit
    4Fire Control Hit
    5No Critical Hit
    6Weapon Hit
    7MP Hit
    8Weapon Hit
    9No Critical Hit
    10Fire Control Hit
    11Engine Hit
    12Unit Destroyed

    IndustrialMechs roll twice and apply both.

    A result that can't apply (e.g. a Weapon Hit on a unit whose damage is already all 0) does 1 extra damage instead, with no further crit roll. Crit effects last for the rest of the scenario.

    When to roll (2D6)

    Effects

    Ammo Hit
    Destroyed, unless it has CASE (takes 1 more damage; roll again if that hits structure) or CASEII/ENE (no effect).
    Engine Hit
    +1 heat every time it fires (on top of any overheating). A second Engine Hit destroys it.
    Fire Control Hit
    +2 to-hit on all its later weapon attacks, cumulative. Physical attacks are not affected.
    MP Hit
    Loses half its current Move and TMM, rounding normally (at least 2" and 1 TMM). At 0" it is immobile.
    Weapon Hit
    All damage values, including special-ability damage (AC, LRM, SRM, HT, IFโ€ฆ), โˆ’1 (minimum 0). Physical attacks are not affected.
    Unit Destroyed
    Remove the unit from play.

    Vehicle damage

    From Alpha Strike: Commander's Edition, Determining Critical Hits Table and Motive Systems Damage (pp. 49โ€“51). Effects are summarized.

    Motive Systems Damage

    Roll 2D6 every time a vehicle is damaged (armor or structure), adding its motive modifier.

    ModMotive type
    +0Tracked, Naval
    +1Wheeled, Hovercraft
    +2VTOL, WiGE
    2D6Motive effect
    2โ€“8No effect
    9โ€“10โˆ’2" Move, โˆ’1 TMM
    11โˆ’50% Move and TMM (round down; at least โˆ’2" and โˆ’1 TMM)
    12+Immobilized

    Reduced to 0" Move = immobilized. An airborne VTOL/WiGE at 0" crashes (1 damage, roll crits normally); a submerged unit at 0" sinks (same).

    Vehicle critical hits

    2D6Vehicle
    2Ammo Hit
    3Crew Stunned
    4Fire Control Hit
    5Fire Control Hit
    6No Critical Hit
    7No Critical Hit
    8No Critical Hit
    9Weapon Hit
    10Weapon Hit
    11Crew Killed
    12Engine Hit

    A result that can't apply (e.g. a Weapon Hit on a unit whose damage is already all 0) does 1 extra damage instead, with no further crit roll. Crit effects last for the rest of the scenario.

    When to roll (2D6)

    Effects

    Ammo Hit
    Destroyed, unless it has CASE (takes 1 more damage; roll again if that hits structure) or CASEII/ENE (no effect).
    Crew Stunned
    Can't move or attack next turn; treated as an immobile target.
    Fire Control Hit
    +2 to-hit on all its later weapon attacks, cumulative. Physical attacks are not affected.
    Weapon Hit
    All damage values, including special-ability damage (AC, LRM, SRM, HT, IFโ€ฆ), โˆ’1 (minimum 0). Physical attacks are not affected.
    Engine Hit
    Move, TMM and all damage values halved (round down). A second Engine Hit destroys it.
    Crew Killed
    Treated as destroyed: remove the unit from play.

    Order of play

    Summarized from Alpha Strike: Commander's Edition, Sequence of Play (pp. 31โ€“32). A "player" can be a team of players. Every turn runs these four phases in order.

    1 Initiative phase

    2 Movement phase

    Book example: Side A (8, won Initiative) vs Side B (5)
    PairB movesA movesLeft (B / A)
    1114 / 7
    2113 / 6
    3122 / 4
    4121 / 2
    5120 / 0

    3 Combat phase

    4 End phase

    How this tracker applies it