BattleTech Alpha Strike Guide: All about special ammunition (Alternate Munitions)
Today we’re diving deep into a topic that adds a whole new tactical layer to your games in BattleTech Alpha Strike: Special ammunition(Alternate Ammunition).
While standard ammunition is reliable, special ammunition allows you to react specifically to your opponent’s weaknesses or control the battlefield. Here is my detailed guide to the rules and the most important types of ammunition.

Basic rules for use
Before the first shot is fired, you and your opponent must agree on the use of special ammunition and document exactly which unit is carrying which ammunition. An important point: An attack with special ammunition replaces the normal damage values of the corresponding special ability (e.g. AC, LRM or SRM) for this turn. Only one type of special ammunition may be selected per attack. Infantry units cannot use these rules.
1. special ammunition for autocannon (AC)
If your unit has the AC#/#/# ability, you have the following options:
- Armor Piercing (AP): This ammunition makes the hit roll more difficult (+1 malus), but offers the chance of a critical hit on a successful hit and a roll of 10+ on 2D6, even if the target still has armor.
- Precision: Perfect against fast targets. If you miss a target with a TMM of 2 or higher by up to 2 (dice) points, you still score a hit with the damage of the AC ability.
- Flak: This ammunition is specialized for flying targets (Airborne) or units that have moved in VTOL or WiGE mode. It uses the rules of the FLK special ability.
2. special rocket ammunition (LRM & SRM)
Units with LRM or SRM can use a variety of warheads:
- Inferno (SRM only): Turns SRM damage into heat (HT). You can deal up to 2 points of heat per turn to a target that has a Heat Scale. It deals normal damage to targets without a heat scale.
- Tandem Charge (SRM only): Similar to AP ammo for autocannons, it grants a chance to critically hit mechs or vehicles on a roll of 10+, regardless of armor.
- Semi-Guided (LRM only): Improves the chance of hitting targets that were successfully marked with TAG in the same round (hits on misses by up to 2 dice points).
- Magnetic Pulse: Deals no damage, but applies a +1 penalty to all attacks on the target’s next turn and reduces movement by 2 inches.
3. alternative artillery ammunition
Artillery (specials such as ART-LT, ART-S, ART-T) offers powerful support effects:
- Cluster: Increases the radius of the damage effect ( AoE) to the 6-inch template, but reduces the damage by 1 point.
- Smoke: Causes no damage, but fills the area of the 6-inch template with smoke that obstructs vision.
- Illumination: Illuminates an area for 10 turns and ignores all penalties for darkness.
- Thunder: Instead of causing damage, this projectile lays a minefield of density 2 at the target point.
4. bombs and NARC pods
There are also adaptations for aerospace units and NARC systems:
- Laser-Guided Bombs: Gain a -2 bonus to the hit roll if the target was marked with TAG.
- NARC Explosive: Deals 1 point of damage for every two pods landed.
- iNARC Haywire: Gives the target a +1 penalty to attacks and prevents spotting for indirect fire.
My tactical conclusion
Special ammunition makes your units more versatile, but requires good planning. Semi-guided missiles in combination with a fast TAG scout, for example, can spell doom for any heavy mech. Use the ammo table to optimally prepare your lance for the mission!
Good luck on the battlefield, commanders!
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