The following rules are taken from the Alpha Strike: Commander’s Edition and add more depth and spectacular moments to the game.

1. engine explosions (reactor explosions, V7 rulebook p. 161)
This rule ensures that the destruction of a ‘Mech or vehicle (if fusion reactor) can become a catastrophic event on the field. It prevents units from simply “toppling over”, but potentially causes them to perish in a massive fireball that also damages surrounding units.
- Prerequisite: An explosion can only occur if a unit is destroyed by an attack that causes 3 or more points of “overkill” damage (i.e. damage that exceeds the remaining structure).
- Example: A ‘Mech still has 2 structure points and suffers 6 damage. The excess damage is 4. Since 4 ≥ 3, there is a risk of explosion.
- However, I myself use an adapted rule: As soon as a mech is destroyed, there is a chance of an explosion. Not only when 3 or more damage (“overkill”) has been done.
- The roll: The controlling player rolls 2D6. On a 12, the reactor explodes.
- The effect (damage): The explosion deals area damage based on the SIZE value of the exploding unit. The damage decreases with distance:
- Within 2 inches: Damage in the amount of the full SIZE value.
- Up to 4 inches: Damage in the amount of half the SIZE value (rounded down).
- Up to 6 inches: Damage amounting to a quarter of the SIZE value (rounded down).
- There is no effect beyond 6 inches.
2. minefields – Type: Conventional Mines (V7 Rulebook p. 168)
Minefields are used for “area denial” and use standardized templates in Alpha Strike to keep the game flowing.
- Illustration: A minefield is represented by a 2-inch AOE (Area of Effect) template. I myself use minefields in different shapes and sizes.
- Functionality:
- Conventional mines are the standard type. This is the only type I use.
- The minefield attacks any ground unit that moves into the area of effect or starts moving into it.
- Tactical use: They are great for blocking bottlenecks or forcing opponents into unfavorable positions, as simply trying to cross the field causes damage.
Minefield density is the heartbeat of a minefield. It determines not only how devastating the explosion is, but also when it is triggered. With each triggering, the field is ‘consumed’ (the density is reduced by one per triggering). Which requires dynamic decisions: Is it worth sacrificing cheap units to clear a hex (mine clearing by foot)?
| Density | Target Number | Damage | Application of the minefield |
| 5 | 5+ | 5 | When a unit enters the hex or starts a movement in it, a 2D6 is rolled. On a value of 5 or more, the unit suffers 5 damage. The field is then reduced to Density 4 |
| 4 | 6+ | 4 | When a unit enters the hex or begins a movement in it, a 2D6 is rolled. On a value of 6 or more, the unit suffers 4 damage. The field is then reduced to Density 3 |
| 3 | 7+ | 3 | When a unit enters the hex or begins a movement in it, a 2D6 is rolled. On a value of 7 or more, the unit suffers 3 damage. The field is then reduced to Density 2 |
| 2 | 8+ | 2 | When a unit enters the hex or begins a movement in it, a 2D6 is rolled. On a value of 8 or more, the unit suffers 2 damage. The field is then reduced to Density 1 |
| 1 | 9+ | 1 | When a unit enters the hex or begins a movement in it, a 2D6 is rolled. On a value of 9 or more, the unit suffers 1 damage. The hex is then no longer active. |
Additional Note: If the unit entering the minefield is any type of infantry (including main battle armor). And a modifier of -2 if the unit entering the field is a hovercraft or WiGE with a height of less than 2 inches.
I also use a dice on the minefield to display the current density.

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