Overview
AeroTech is a tabletop wargame published by FASA set in the BattleTech universe. It simulates aerospace combat between fighters, troop-carrying DropShips, and interstellar JumpShips and WarShips. The first edition (AT1) was released as a large boxed set that could be played as a complete independent game while being fully compatible with the ground-based BattleTech game. Players command aerospace units in tactical engagements, managing movement, weapons fire, heat buildup, and damage.
Components
- Hexagonal grid maps (space and atmospheric combat)
- Aerospace unit counters or miniatures
- Record sheets (detailed unit information including armament, armor, and equipment)
- Dice (two six-sided dice)
- Combat tables and charts
- Rules booklet
Setup
- Select a scenario or agree on force compositions.
- Lay out the appropriate hexagonal map(s).
- Each player selects their aerospace units and prepares record sheets.
- Deploy units on their designated starting hexes.
- Determine initiative.
Turn Structure
Each turn is divided into phases:
- Initiative phase: Both players roll dice; the winner chooses to move first or second.
- Movement phase: Players alternate moving units. Aerospace fighters have specific thrust and velocity mechanics.
- Weapons fire phase: Players declare and resolve attacks against enemy units.
- Heat phase: Track heat buildup from weapons fire and movement; excess heat degrades performance.
- End phase: Resolve damage, check for critical hits, and remove destroyed units.
Actions
Movement
- Aerospace units use thrust points to accelerate, decelerate, and change facing.
- Velocity is tracked turn-to-turn; units maintain momentum.
- Atmospheric flight and space flight have different movement rules.
- Altitude is tracked for atmospheric engagements.
Weapons Fire
- Units fire weapons at targets within range and firing arc.
- Roll 2d6, modified by range, movement, and other factors, against a target number.
- Hit location is determined by a separate roll, specifying which section of the target takes damage.
Heat Management
- Weapons fire and high-thrust movement generate heat.
- Heat is tracked on the record sheet.
- Excess heat reduces movement, accuracy, and can cause ammunition explosions or shutdown.
Damage Resolution
- Damage is applied to specific locations on the target unit’s record sheet.
- Armor absorbs damage first; internal structure is damaged when armor is breached.
- Critical hits can destroy weapons, engines, or other systems.
Scoring / Victory Conditions
Victory conditions are scenario-dependent and may include:
- Destroying all enemy aerospace units
- Defending or attacking a specific DropShip or installation
- Achieving air superiority over a battlefield
- Escorting units safely through enemy territory
Special Rules & Edge Cases
- BattleTech compatibility: AeroTech units can interact with ground-based BattleTech units in combined-arms scenarios (strafing runs, air support, aerospace superiority).
- Multiple editions: Rules have been revised across five editions; later rules were incorporated into Total Warfare and Strategic Operations sourcebooks.
- DropShips and JumpShips: Larger vessels have different movement, combat, and damage mechanics than fighters.
- Record sheets: Each unit has a detailed record sheet tracking armor, weapons, ammunition, heat, and critical systems — damage is tracked precisely.
- Fighter squadrons: Advanced rules allow grouping fighters into squadrons for simplified play at larger scales.
Player Reference
| Unit Type |
Role |
Key Mechanic |
| Aerospace fighter |
Combat |
Thrust, weapons, heat management |
| DropShip |
Transport/combat |
Heavier armor, more weapons, slower |
| JumpShip |
Interstellar travel |
Non-combat; strategic role |
| WarShip |
Capital combat |
Massive firepower and armor |
Core dice: 2d6 for attack rolls and most checks
Heat warning: Excess heat = reduced performance, risk of ammo explosion or shutdown