You are on page 1of 15

AEROTECH 2

spacer ERRATA 1.2 spacer


Contributors: Randall Bills, Chris Hartford, David McCulloch, Richard Raisley, the
HM Aero Crew

The following is both a compiled rules errata, as of 11 January 2003, as well as a


FAQ sheet (Frequently Asked Questions), based on the most current AeroTech
rules as published in AeroTech 2 (AT2). The errata as well as each FAQ appears
under the name of the chapter containing the information most closely related to
the answer.

MOVEMENT

ERRATA

Movement (p. 28-29)


Conventional fighters equipped with VSTOL do not stall if their velocity is 0
provided they are still able to expend Thrust.
FAQ

Q: Can I recalculate the thrust values for an OmniFighter that is not carrying its
maximum load-out?
A: No.

Q: Are the various conventional fighters (Guardian, Boeing Jump Bomber, etc.)
no longer VTOLs? It seems they're not, but the tonnage was not reallocated
anywhere.
A: The record sheets included in RS: Aero include VTOL per the rules outlined
below under Construction.

Q: I was wondering as to whether a spheroid DropShip would need to fly back


into orbit in order to land at a different location on the same planet. In other
words are spheroid DropShips capable of vast horizontal movement, not just tiny
adjustments for landing?
A: No, they can side-slip within the atmosphere, which can be done (for example)
by turning left/right 60 degrees, spending 1 MP to move a hex forward, then
turning upright again (a total of 3 MP).

Q: Is there a minimum amount of thrust or number of hexes that must be traveled


in order to remain airborne?
A: Each unit operating in atmosphere must have a velocity over 1 in the
Movement Phase or else stall (see p. 29, AT2). Spheroid DropShips (see p. 30,
AT2) are the only exception to this rule.

Q: On P. 28 of AT2 it states: "At the beginning of each turn, reduce the velocity of
atmospheric units by 5, to a minimum of 0. This reduction can be offset by
spending Thrust Points during the movement phase. (1 thrust point
increases/decreases velocity by 1 point)." As it is written it deems necessary a
fighter to expend at least 5 points of thrust per turn (which is transformed into 5
points of velocity) to stay up. Is this correct?
A: You do not need to spend 5 Thrust each turn to remain aloft (just 1), though
Velocity decreases by 5 each turn. It does not, however, decrease below 0. For
example, an aircraft with a velocity of 4 has its velocity reduced to 0. An aircraft
with a velocity of 8 would have its velocity decreased to 3.

Q: Does this speed reduction apply to units in atmospheric hexes on the space
map?
A: No, only when using the Atmospheric Combat rules (see p. 28-31 of AT2)
where the hexes are 500 meters across.

Q: Do the velocity limits (see p. 11, AT2) apply to units on the low altitude maps?
A: No. These limits only apply to the atmosphere hexes on the space maps
(which are 18km across). In effect, each space-map atmosphere hex equals 36
atmospheric hexes, so the 2 hex/turn limit (36km) for the lowest space hex
equals 72 atmospheric hexes.

Q: Does a unit in atmosphere that fails a control roll automatically stall as it can
expend no thrust?
A: Only if the 5-point velocity reduction takes its velocity to 0.

Q: Are the central and inner zones of the AeroTech 2 Radar Map one zone each
or six?
A: 1, though the placement of a unit in the inner zone determines the direction it
enters the central (BattleTech) zone from.

Q: Can a fighter in the central zone make repeated strikes against targets until it
runs out of fuel?
A: Possibly, depending on their speed. All aircraft must move at least one zone
(see p. 24, AT2) and so slow aircraft (those with a Safe Thrust of 10 or less) must
move to the inner zone. Faster aircraft (those with a Safe Thrust greater than 10)
may spend 1 MP to move to the inner zone and a second to move from the inner
zone back to the central zone to make another ground-attack.

COMBAT

ERRATA

Attack Table, page 16


Change "Weapon is heavy laser or MRM" to "Weapon is heavy laser,
MRM or Rocket Launcher".
Change "** Only applies to certain weapons (see p. 134, BMR)" to "** Only
applies to certain weapons (see p. 148, BMR)"
Change "Weapon is Capital Scale vs. target less than 500 tons" to
"Weapon is Capital Scale vs. vessel less than 500 tons"
FAQ

Q: What firing arcs can be used against a target in the same hex as the attacker?
A: Treat the unit with the higher Initiative as one hex back along its direction of
travel. If both units have the same Initiative, then the unit with the higher Current
Velocity is one hex back along its direction of travel. If the units are still tied, roll
2D6; the unit with the higher result is one hex back along its direction of travel. If
standard Initiative is being used, fighters are considered to have a higher
Initiative than DropShips, which have a higher Initiative than WarShips and so on.

Q: Is it ever possible to do (threshold-induced) critical damage to a vessel that


has more than 700 points of capital scale armor on a facing (i.e. whose
thresholds would be over 70)?
A: No.

Q: Does the Damage Threshold change at any time?


A: No. It's always 10 percent of "full armor value" (see p. 19, AT2).

Q: For purposes of determining whether a hit exceeds a threshold, is the hit


based on the individual weapon, or the bay? (i.e. with two NAC-30s in a single
bay, is the damage to be compared to the threshold 30 or 60?).
A. The Bay, so in this case 60.

Q: On a large craft, does a weapon critical apply to an individual weapon or an


entire bay?
A: The bay.

Q: If a WarShip spends the movement points, can it deliver a double broadside


by rolling so that it fires one broadside then the other?
A: No. Special maneuvers, including rolls, can only take place in the Movement
Phase, not the Combat Phase.

Q: Can Point Defense Class weapons be used against aerospace fighters?


A: Yes.

Q: When BattleTech units make weapon attacks against aerospace fighters, do


they have to factor in the fighter's Movement Modifier?
A: No.

Q: Can DropShips drop bombs?


A: No. Only aerospace fighters and conventional aircraft can carry bombs.
Q: Can ballistic weapons (MGs, ACs, and so on) be used to make strafing
attacks?
A: No. Only energy weapons may be used when strafing though ballistic
weapons may be used in a "strike" attack.

Q: Is the damage from collisions (see p. 20, AT2) at the capital or standard
scale?
A: If both vessels use standard scale, it is at standard scale, otherwise it is at
capital scale (converting standard to capital as appropriate).

OPTIONAL RULES

ERRATA

Fuel Consumption (p. 37)


A hovering (0-velocity) VSTOL unit must expend 1d6 points of fuel.
Landing (p. 37-38)
VSTOL-equipped fighters may also use the Vertical Landing rules.
Liftoff (p. 38-39)
VSTOL-equipped fighters halve their normal take-off distance (i.e. they
need 300 meters).
Only DropShips and small craft expend 1 ton of fuel when taking off.
Failed Braking Maneuver Table (p. 38)
Change (MOF 5) "The vessel must land. However, the DropShip is harder
to control " to "The vessel must land. However, the vessel is harder to
control "
FAQ

Q: Is the Advanced movement example diagram on p. 33 wrong?


A: Yes. The aerospace fighter on the bottom of the diagram should be in the hex
directly below the hex it currently occupies.

Q: What are the rules on attacks from and against DropShips that are docked to
WarShips, JumpShips or space stations?
A: Docked vessels fire as if they have the same heading/orientation as the
transport vessel-i.e. its nose points the same way as that of the JumpShip or
WarShip-and occupies the same hex. The docked unit may not use any Aft firing
weapons. Attacks directed against the WarShip, JumpShip or space station, hit a
docked vessel on a result of 1 on 1D6 roll (see p. 35, AT2).

Q: The Behemoth seems to need 2 docking hard points per old fluff rules. AT2
does not seem to support this with rules. Does this mean a Behemoth no longer
requires 2 docking collars?
A: Yes. Under AT2 construction, all DropShips, regardless of their size, only
require a single hard point. In effect, each docking hardpoint has a capacity of
100,000 tons.
Q: Do conventional aircraft use the same rules for take-off and landing as
DropShips and aerospace fighters?
A: Yes

Q: How long does it take to launch a unit of fighters?


A: Per Launching and Recovering Small Craft (p. 39, AT2) a number of fighters
equal to 2x the number of small craft doors on the carrier may launch (or land)
each turn. E.g. if a DropShip has 6 small craft doors it may launch 2 squadrons
(12 fighters) per turn.

Q: What happens to launching fighters, fighter squadrons and small craft?


A: Place them in the hex of the launching vessel with the same heading and
velocity.

Q: Do carriers need to spend thrust to deploy fighters (or to Drop 'Mechs, and so
on).
A: No. However, if they spend thrust during landing operations it becomes harder
for the fighter/small craft to land.

Q: When playing with squadron rules, what happens if not all the squadron's
fighters can launch in a single turn?
A: The squadron must remain in the carrier's hex until all of its fighters are
launched.

Q: Can 'Mechs or battle armor make weapon attacks while dropping?


A: No, a dropping unit cannot make any form of attack.

Q: Can a conventional aircraft or an aerospace craft be overloaded beyond the


allotted cargo capacity if you accept the thrust penalty?
A: No.

Q: Would it be possible, for a ship with a lithium-fusion battery, to charge the KF


drive by sail and the battery by the reactor at the same time?
A: Yes.

Q: When using the optional Squadron Rules - how are Targeting Computers dealt
with?
A: Split weapons on such units into separate bays, one with Targeting Computers
and one without

Q: Does a squadron lose the +5 to-hit modifier if the fighters it contains mass
more than 500 tons?
A: No, a squadron receives the modifier.
CONSTRUCTION

ERRATA

Fighters/Small Craft, pages 42-43


After Conventional Fighter Engine Rating calculations add " Small Craft
Engine Mass uses the calculations for DropShips."
Change "Aerospace fighters can also use XL engines" to "Aerospace
fighters can also use XL or Light engines".
Change "Conventional aircraft cannot use XL engines" to "Conventional
aircraft cannot use XL or Light engines"
Kearny-Fuchida Hyperdrive, p. 44
Add before example text "Space Stations equipped with Energy Storage
batteries must mount a sail equivalent to a Standard Jumpship sail".
Aerospace Armor Table, p. 46
The weight range for JumpShip, WarShip or Station "50,000 - 149,999"
should be "2,000 - 149,999"
Weapons, Ammunition and Other Equipment, page 46
Change "Conventional fighters may not mount energy weapons" to
"Conventional fighters must carry sufficient heat sinks to handle the heat
generated by all energy mounted weapons (fusion engines have 10 heat
sinks automatically). No heat is generated by non-energy weapons. If a
Conventional fighter is equipped with a turbine engine and mounts energy
weapons, it must also carry a power amplifier. The weight of a power
amplifier is 1 ton per 10 tons of energy weapons (round up to the nearest
0.5 ton)."
Ammunition, page 46
This should read as follows. "Ammunition is added in full-ton lots (half-ton
lots for machine guns). In addition, on all craft other than fighters, each
weapon that requires ammo must be allocated a minimum of 10 shots of
ammunition (20 for Ultra autocannon and 60 for Rotary Autocannon). If a
Large Craft armed with ATMs has 30 or more shots of ammo per weapon,
it can produce the maximum damage for each range (i.e. for all 3 ammo
types). The same is true for Small Craft, if the vessel has at least 3 tons of
ATM ammunition (and therefore could have all 3 types). Fighters are not
bound by these limits providing they use the Fighter Ammunition
Expenditure rule (see p. 34)."
Assign Weapons to Firing Arcs and Bays, pages 46-47
Change "In addition, vessels of DropShip size or larger must group
weapons of the same class (as listed in the class column on the weapon
tables) in the same arc into a weapon bay, to a maximum Attack Value of
70" to "In addition, vessels of DropShip size or larger must group weapons
of the same class and size (as listed in the class column on the weapon
tables) in the same arc into a weapon bay, to a maximum Attack Value of
70 Capital (700 Standard)."
Weapon Limits, page 47
Change "These limits can be exceeded by assigning additional
tonnage" to "On all craft except aerospace fighters and conventional
aircraft these limits can be exceeded by assigning additional tonnage"
Aerospace Equipment Table, page 47
Change "All Vessels" to "Fighters/Conventional Aircraft".
Add "VSTOL 5 percent of aircraft mass. Conventional Aircraft only." under
the new "Fighters/Conventional Aircraft" heading.
Add "Targeting Computer See p. 148, BMR)" under the new
"Fighters/Conventional Aircraft" heading.
Add Heat Sinks, pages 47-48
Remove "Conventional fighters do not generate heat, and so do not need
heat sinks"
Add Crew Quarters, pages 48
Before "In addition to standard crew, an armed vessel must have an
appropriate number of gunners", add "The mass set aside for
Aerospace Fighter, Small Craft, 'Mech, and ProtoMech bays includes
spartan quarters for the crew and technical support personnel for the
transported unit. Life support costs must be included for these bay
personnel. Food and water should also be considered for these personnel.
More luxurious quarters may optionally be added if desired. See the
Minimum Crew Table".
Minimum Crew Table, page 48
Change "DropShip or Small Craft (Civilian)" to "DropShip (Civilian) or
small craft"
Change "WarShip" to "WarShip or Space Station".
Append the following: -
MINIMUM CREW TABLE (EXPANDED)
Bay Type Units Carried Unit Personal Technicians
'Mech 1 Mech 1 1
ProtoMech Point 5 ProtoMechs 5 1
Light Vehicle* 1 Light Vehicle 4 1
Heavy Vehicle** 1 Heavy Vehicle 7 1
Aerospace Fighter 1 Fighter 1 1
Small Craft 1 Small Craft 4 1
Battle Armor (IS) 4 Troopers 4 2
Battle Armor (Clan) 5 Troopers 5 1
Infantry Squad (Foot) 28 Troopers 28 0
Infantry Squad
21 Troopers 21 0
(Jump)
Infantry Squad
28 Troopers 28 0
(Motor)
* Light Vehicles include all vehicles with a mass up to 50 tons.
** Heavy Vehicles mass over 50 tons.

Converting Craft, page 50


Modify the Armor Facing Table for Fighters/Small craft so that the formula
for the Nose reads "Nose armor + (cockpit armor - 10) + .25 fuselage"
FAQ

Allocate Armor
Q: Can Ferro-aluminum, Improved Ferro-aluminum, Ferro-carbide or Lamellor
Ferro-carbide armors be used on BattleTech units?
A: No.

Q: What is the maximum tonnage of armor for a space station?


A: The total number of armor points that can be mounted onto a legal Level 2
Space Station is 2,686,754 (Capital); this is subject to the maximum tonnage
allowance of a space station and minimizing every other aspect of the design.

Weapons, Ammunition and Other Equipment


Q: Is it possible to use Level 3 equipment from Maximum Tech in AT2 designs? If
so, how do you determine the range categories for each weapon?
A: No, not for official Level 2 designs. However, for 'homegrown' Level 3 designs,
if the rules don't specifically limit the equipment to BattleTech units, use the
following guidelines: A range of 9 hexes or less is "short"; a range of 10-18 hexes
is "medium"; a range of 19-30 hexes is "long"; a range of 31+ hexes is "extreme."
The Damage Value of each weapon is as per BattleTech, save where the
damage is determined randomly, in which case the average value (that which
results on a die roll of 7) is used.

Add Crew Quarters


Q: How are marines (armored and unarmored) handled in AT2?
A: In both cases they are regular infantry (or powered infantry) but are counted
as crew for construction purposes. A modified version of the Boarding Actions
rules from BattleSpace will be printed in the Classic BattleTech Combat
Operations sourcebook, due out August, 2003.

Complete Record Sheet


Q: Is there a maximum limit on the number of bay doors that a vessel can have?
A: Yes. Each vessel may have a maximum of 8 launch-capable doors (i.e. those
for 'Mechs, fighters, small craft)

Q: Is there a maximum limit to the number of Cargo Bays that a vessel can
have?
A: No.

General
Q: Why can't I recreate a Potemkin or a Cameron?
A: All the vessels that first appeared in JumpShips and DropShips and BattleTech
Technical Readout: 2750 were created outside of the BattleSpace or AT2
construction systems. Record Sheets of these two WarShips redesigned using
the AT2 construction system are found in the AeroTech 2: Record Sheets.

Q: Can the AR-10 system be used on DropShips?


A: Yes.

Q: Can aerospace fighters use Thunder LRM submunitions?


A: Yes. They can be used as part of a Striking attack (see p. 26, AT2) against a
hex (but not against a unit or building).

Q: Can AT2 units be part of a C3 or C3i network.


A: No. C3 and C3i equipment cannot be mounted on any AT2 craft.

Q: Can you add superchargers to aerospace fighters?


A: No.

Q: Is the weight of the crew in the in KC-1 Drop Shuttle and others that 1.5 tons
and basically ignored or do we add tonnage as in BattleTech Technical Readout:
3057 for the vessels?
A: A small-craft designed to go long-range (such as the KC-1) should also have a
crew quarters (not nice to sit in a cramped cockpit for a 5-day run to the jump
points).

Q: Fighters in atmospheric combat seem to burn fuel extremely fast-in just a few
minutes to maybe half an hour. Is there a rule hidden in AT2 somewhere that
says fighters in the atmosphere only need to spend fuel when they go above a
certain thrust level, or are only in combat?
A: No, the rules in AT2 are correct. Effectively the rules represent the loitering
endurance of a fighter (i.e. using afterburners, maneuvering and so on) at low
altitude. The space map represents long-ranged flight to and from base, where
fuel goes much further.

Q: Can an OmniFighter use pod space for additional fuel reserves?


A: Yes.

Q: Can a fighter use "bomb" space for additional fuel reserves?


A: Yes, each "bomb" slot allocated to a fuel pod adds the equivalent of 1/2 ton of
fuel

Q: Can HPGs be mounted on Small Craft?


A: No, they may only be mounted on craft such as DropShips, JumpShips and
Warships.

Q: AT2 does not appear to have ammo explosion rules. What use is CASE?
A: AT2 does have ammunition explosion rules for heat (see pp.12-13, AT2) that
apply to fighters (but not large craft). As such, CASE can only be mounted on
fighters, not larger craft such as DropShips, JumpShips, WarShips or Space
Stations.

Q: I have been informed that certain types of equipment may not be installed on
aerospace fighters (C3, ECM, and Active Probes, for starters). Is this actually the
case?
A: Some equipment that is mounted on fighters does not function in the AT2
rules. However, it may function in combined AT2-BattleTech games when the unit
is "on the mapboard" per standard rules (see the expanded Weapons Tables
below). C3 cannot be mounted or used on AT2 craft at all.

Q: Can Stealth Armor be mounted on aerospace fighters?


A: No.

COSTS

ERRATA

Costs Table, pages 51-52


Change "** Both multipliers apply if the craft has a compact core and LF
battery" to "** Multiply cost of all K-F drive components by 15 if the craft
has a compact core and LF battery"
Add for Fighters "VSTOL 5,000 x VSTOL tonnage"
FAQ

Q: What are the costs and BVs of Bombs? (Fighters only)


A: See below.

Type Cost BV
High Explosive (HE) 5,000 each 12
Cluster 8,000 each 13
Laser-Guided (LG) 10,000 each 20
Inferno 6,000 each 16
Mines 12,000 each 17
Arrow IV missile 1/5 BMR cost 1/5 BMR BV
Tag As per BMR As per BMR
Fuel Pod 200 each 5

BATTLE VALUE TABLES

FAQ

Q: Why is the Mjolnir a Level 3 unit?


A: That is a mistake; it's a Level 2 unit. Only the Faslane, Capitol Class and
BattleSat units are level 3; they deliberately don't conform to the AT2 construction
rules.
FIGHTER GAME STATISTICS

ERRATA

Pages 81-98
All aerospace fighters (not conventional aircraft) should reduce their Nose
armor value by 10 to bring them into line with AT2 construction rules. This
has already been done in AeroTech 2: Record Sheets.
FAQ

Q: Where's the Samurai aerospace fighter?


A: See below. A record sheet for this design appears in AeroTech 2: Record
Sheets.
SL-25 Samurai Fighter
Type: AeroSpace Fighter Mass: 50 Tons
Tech: Inner Sphere Fuel: 8 Tons (640 Points)
Safe Thrust 7 Heat Sinks 19
Max Thrust 11 SL: 7
Armor: 53 / 33 / 33
Weapons Location Heat SRV MRV LRV ERV
3 Medium
Nose 3 5 - - -
Lasers
Small Laser Nose 1 3 - - -
Medium Laser RW 3 5 - - -
Small Laser RW 1 3 - - -
Medium Laser LW 3 5 - - -
Small Laser LW 1 3 - - -
Medium Laser Aft 3 5 - - -
Small Laser LW 1 3 - - -
Q: Where's the Samurai aerospace fighter?
A: See below. A record sheet for this design appears in AeroTech 2: Record
Sheets.
CSR-V14 Corsair Fighter
See CSR-V12 for remaining specifications
Heat Sinks 16 (32)
Weapons Location Heat SRV MRV LRV ERV
2 ER Lg
Nose 12 8 8 8 -
Lasers
2 SM Lasers Nose 1 3 - - -
Medium Laser RW 3 5 - - -
Medium Laser LW 3 5 - - -
2 SM Lasers Aft 1 3 - - -
Q: Why are there no stats for DropShips, JumpShips or WarShips in AT2?
A: They could not be included due to space and cost limitations. AeroTech 2:
Record Sheets contains sheets for the published designs converted to AT2
statistics, while BattleTech Technical Readout: 3057 and BattleTech Technical
Readout: 3067 contain are mostly designs in their original BattleSpace form (the
new DropShips in TR 3067 are produced using AT2 rules, as are some of the
new WarShips).
WEAPONS TABLES

ERRATA

Pages 100-101
Modify the following entries
INNER SPHERE STANDARD WEAPONS
Ammo Per
Type Class Heat Attack Value Max. Range Tons
Ton
Ultra AC/10 Autocannon 6 15 Medium 13 10
SRM
SRM 2 2 Short 1.5 50
2+Artemis
SRM
SRM 3 6 Short 2 25
4+Artemis
SRM
SRM 4 8 Short 4 15
6+Artemis

CLAN STANDARD WEAPONS


Ammo Per
Type Class Heat Attack Value Max. Range Tons
Ton
SRM
SRM 2 2 Short 1.5 50
2+Artemis
SRM
SRM 3 6 Short 2 25
4+Artemis
SRM
SRM 4 8 Short 4 15
6+Artemis
FAQ

Q: Can a RAC jam when mounted on a fighter?


A: Yes, as an optional rule.

Q: Can Ultra ACs jam when mounted on a fighter?


A: Yes, as an optional rule.

Q: Can RACs be un-jammed when mounted on a fighter?


A: Yes, per the rules in BMR(R) (p. 132-133)

Q: Does a Heavy Gauss Rifle require a Control Roll when fired?


A: No.
Q: Where are the statistics for new weapons produced since AT2?
A: See below.
INNER SPHERE STANDARD WEAPONS
Ammo Per
Type Class Heat Attack Value Max. Range Tons
Ton
Hvy Gauss
Autocannon 2 25/20/10 Long 18 4
Rifle*
RAC/2 Autocannon 6 8 Medium 8 45
RAC/5 Autocannon 6 20 Medium 10 20
Rocket Lnch -
Rocket Lnch 0 6 Medium 0.5 -
10
Rocket Lnch -
Rocket Lnch 0 9 Medium 1.0 -
15
Rocket Lnch -
Rocket Lnch 0 12 Medium 1.5 -
20
Arrow IV Sys Artillery 10 20 Extreme** 15 5
Thumper Arty Artillery 6 5 Extreme** 15 20
Sniper Artillery Artillery 10 10 Extreme** 20 10
Long Tom Arty Artillery 20 20 Extreme** 30 5
TAG Pnt Defense 0 0 Medium 1 -
Beagle Act
Pnt Defense 0 0 N/A 1.5 -
Prb
ECM Pnt Defense 0 0 N/A 1.5 -
* Heavy Gauss Rifle Attack Value varies over range. At Short Range damage is
25, at Medium Range damage is 20 and at Long Range damage is 10.

** Artillery can only be mounted on DropShips, and can only be fired when the
unit is grounded.

This equipment has no practical application in AeroTech 2 and is included for


games in which AT2 units are used on the BT maps
CLAN STANDARD WEAPONS
Ammo Per
Type Class Heat Attack Value Max. Range Tons
Ton
Light MG Autocannon 0 1 Short 0.25 200
Heavy MG Autocannon 0 3 Short 0.5 100
ER Micro
Laser 1 2 Short 0.25 -
Laser
Micro Pulse
Pnt Defense 1 3 Short 0.5 -
Lsr
Arrow IV Sys Artillery 10 20 Extreme** 15 5
Thumper Arty Artillery 6 5 Extreme** 15 20
Sniper Artillery Artillery 10 10 Extreme** 20 10
Long Tom Arty Artillery 20 20 Extreme** 30 5
TAG Pnt Defense 0 0 Medium 1 -
Light TAG Pnt Defense 0 0 Short 0.5 -
Active Probe** Pnt Defense 0 0 N/A 1 -
Lt Active
Pnt Defense 0 0 N/A 0.5 -
Probe**
ECM** Pnt Defense 0 0 N/A 1 -
* Artillery can only be mounted on DropShips, and can only be fired when the unit
is grounded.

** This equipment has no practical application in AeroTech 2 and is included for


games in which AT2 units are used on the BT maps

MISCELLANEOUS

FAQ

Q: How big is a DropShip that has landed on a map?


A: The Leopard-class is 2 hexes long, though the two hexes adjacent and to the
rear of the "back" hex could be included, too, due to the wings. The Vengeance-
class is a full 7 hexes long, with a row of 3 hexes each along each "aft" side,
each placed so that they don't "hang over" the aft end. The Avenger-class
occupies 4 hexes...2 in a row, with a hex on each side that is adjacent to both of
the middle row hexes.
The Achilles-class is 4 hexes in a row.
The Union, Seeker and Intruder all share the same pattern circular
pattern: 3 hexes in diameter.
The Overlord, Excalibur and Fortress all share the same oval pattern: 3
hexes on the short axis and 4 on the long.
The Fury, Condor and Gazelle all share the same hex pattern: 3 hexes in
a row, with 1 extra hex on each side, adjacent to the last two hexes.
The Mammoth-class is 8 hexes across.
The Mule-class is 4 hexes across.
The Monarch-class is a wedge 6 hexes long and 5 hexes wide at the aft.
The wedge cuts down to one hex wide for the last 2 hexes of the
"centerline" towards the nose of the craft.
Q: How exactly does one use the BattleSat? Do combat Space Stations have the
ability to make single face change once per turn?
A: In combat turns, no, the BattleSat cannot maneuver and turn (though in the
case of say an RPG campaign, it could move very, very slowly with its station-
keeping drives [0.1 G thrust]). Basically, the BattleSat can shoot what's in front of
it; so it is pretty useless all by itself.

Q: Some JumpShips have weaponry, but AT2 rules disallow them to change their
facing. Yet fluff suggests they are used against pirates and meteors. Do the rules
need to be changed?
A: JumpShip weapons may still traverse to engage targets within their firing arc
but the vessels themselves may not move in AT2 terms (though see the BattleSat
above re RPG-scale movement).

You might also like