AeroTech

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Select a scenario or agree on force compositions.
  2. Lay out the appropriate hexagonal map(s).
  3. Each player selects their aerospace units and prepares record sheets.
  4. Deploy units on their designated starting hexes.
  5. Determine initiative.

Turn Structure

Each turn is divided into phases:

  1. Initiative phase: Both players roll dice; the winner chooses to move first or second.
  2. Movement phase: Players alternate moving units. Aerospace fighters have specific thrust and velocity mechanics.
  3. Weapons fire phase: Players declare and resolve attacks against enemy units.
  4. Heat phase: Track heat buildup from weapons fire and movement; excess heat degrades performance.
  5. End phase: Resolve damage, check for critical hits, and remove destroyed units.

Actions

Movement

Weapons Fire

Heat Management

Damage Resolution

Scoring / Victory Conditions

Victory conditions are scenario-dependent and may include:

Special Rules & Edge Cases

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