Professional Documents
Culture Documents
MOVEMENT
ERRATA
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: 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
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 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
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: 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: 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
Allocate Armor
Q: Can Ferro-aluminum, Improved Ferro-aluminum, Ferro-carbide or Lamellor
Ferro-carbide armors be used on BattleTech units?
A: No.
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: 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: 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.
COSTS
ERRATA
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
FAQ
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
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
** Artillery can only be mounted on DropShips, and can only be fired when the
unit is grounded.
MISCELLANEOUS
FAQ
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).