Overview
BattleSpace: The BattleTech Game of Space Combat is a board game published by FASA Corporation in 1993, set in the BattleTech universe. It simulates naval warfare in space between the Houses of the Inner Sphere and the invading Clans. Players command WarShips, DropShips, JumpShips, aerospace fighters, and small craft in tactical space engagements. The game is designed to integrate with the core BattleTech game system, allowing combined arms operations including ground and space combat.
Components
- Hex-grid space combat maps
- Die-cut counters for WarShips, DropShips, fighters, and other spacecraft
- Ship record sheets
- Combat resolution tables
- Rules booklet
- Dice (two six-sided)
Setup
Players select a scenario or build fleets to an agreed point value. Ships and fighter squadrons are placed in deployment zones. Record sheets are prepared for capital ships. Determine initiative.
Turn Structure
Each game turn follows this sequence:
- Initiative Phase: Roll for initiative.
- Movement Phase: Ships move using vector-based or simplified movement, depending on chosen rules level.
- Weapons Phase: Resolve energy weapons, missiles, and capital weapons fire.
- Aerospace Fighter Phase: Launch, move, and attack with fighter squadrons.
- Damage Phase: Apply damage to hit locations on ship record sheets.
- End Phase: Check victory, advance turn marker.
Actions
- Ship Movement: Capital ships and fighters move through space using thrust points. Momentum carries forward between turns. Turning requires thrust expenditure.
- Capital Weapons Fire: WarShips mount naval-class weapons (Naval Lasers, Naval PPCs, Naval Autocannons) with devastating firepower. These fire at range using attack values modified by range and target movement.
- Aerospace Fighters: Fighters screen capital ships, intercept incoming attacks, and conduct strafing runs against enemy vessels.
- DropShip Operations: DropShips transport ‘Mechs and infantry to planetary surfaces, and can engage in space combat with lighter armament.
- Electronic Warfare: ECM and sensor operations affect targeting and detection.
Scoring / Victory Conditions
Scenario-dependent. Objectives may include destroying enemy capital ships, protecting convoy DropShips, controlling orbital positions, or covering a planetary assault/retreat.
Special Rules & Edge Cases
- BattleTech Integration: BattleSpace combat results can flow into standard BattleTech ground combat, creating combined campaigns.
- WarShip Scale: Capital ships are vastly more powerful than ‘Mechs, with weapons capable of devastating ground targets from orbit.
- Clan vs. Inner Sphere Technology: Clan ships mount more advanced weapons and equipment, providing a significant advantage.
- Critical Hits: Damage to specific locations can disable engines, weapons, or crew quarters, degrading ship performance.
- Aerospace Fighter Vulnerability: Fighters are fragile but fast and can deliver significant damage to capital ships through coordinated attacks.
Player Reference
| Ship Class |
Role |
Scale |
| WarShip |
Capital combat |
Largest, most powerful |
| DropShip |
Transport, light combat |
Medium |
| JumpShip |
Interstellar transport |
Non-combat |
| Aerospace Fighter |
Strike, intercept |
Small, fragile |