Frequently Asked Questions 
 
ERRATA 1.0 
MOVEMENT

ATMOSPHERIC OPERATIONS

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 (AT2, p. 29). Spheroid DropShips (AT2, p. 30) are the only exception to this rule.

COMBAT

FIRING ARCS

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.

MAKING THE ATTACK

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

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. 

CRITICAL HITS

Q: Does the Damage Threshold change at any time?

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

GROUND SUPPORT MISSIONS

COMBAT

Q: When BattleTech units make weapon attacks against aerospace fighters, do they have to factor in the fighter's Movement Modifier? 

A: No. 

OPTIONAL RULES

ADVANCED MOVEMENT

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.

DOCKING

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 (AT2, p. 35).

DROPPING 'MECHS AND BATTLE ARMOR

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

Q: No. 

CONSTRUCTION

Q: Why can't I recreate a Potemkin or a Cameron?

A: All the vessels that first appeared in JumpShips and DropShips and Technical Readout: 2750 were created outside of the BattleSpace or AT2 construction systems. 

CHOOSE HULL SIZE

Q: Why is there now a restriction on the tonnages of vessels?

A: This was done to simplify the math of an already complex construction system. 

Q: What is the smallest size possible for a space station? The Vessel Class table (AT2 p. 42) says 2,000 tons but the AeroSpace Armor Table (AT2, p. 46) implies 50,000 tons.

A: The AeroSpace Armor Table is incorrect. The 8 (0.8) value entry should read 2,000-149,999.

INSTALL ENGINES

Q: Are small craft engine sizes calculated like a fighter or DropShip?

A: DropShip. 

ALLOCATE ARMOR

Q: Can Ferro-aluminum, Improved Ferro-aluminum, Ferro-carbide or Lamellor Ferro-carbide armors be used on BattleTech units?

A: No. 

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.

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 (AT2, p. 26) against a hex (but not against a unit or building).

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 doors.

Q: Is there a maximum limit to the number of Cargo Bays that a vessel can have?

A: No. 

COSTS

Q: What are the costs and BVs of Bombs?

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 As per BMR(r)   
Tag As per BMR(r)   

BATTLE VALUE TABLES

Q: Why is the Mjolnir a Level 3 unit?

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

Q: What happened to the BugEye from TR: 2750?

A: No power, Inner Sphere or Clan, fields the design, nor is it currently possible to recreate them with the technology that exists at present.

FIGHTER GAME STATISTICS

Q: Where's the Samurai Fighter?

A: See below.
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: 64 / 33 / 33 
           
spacer 
Weapons: Location: Heat 
 SRV 
 MRV 
 LRV 
 ERV 
 
3 Medium Lasers Nose 3 
 5 
 - 
 - 
 - 
 
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 Rear 3 
 5 
 - 
 - 
 - 
 
Small Laser Rear 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. The stats for such vessels as found in TR: 3057 are broadly compatible with AT2. You need to make a few minor changes-multiplying up conventional weapons, totaling heat per Arc and calculating Damage Thresholds, otherwise all non-fighter units in TR: 3057 can pretty much be used as-is.

WEAPON AND EQUIPMENT TABLES

Q: Why have light autocannons, in particular LB-X systems, been crippled in AT2?

A: The original AeroTech system included a number of "free" criticals, including the infamous control roll that killed a fighter outright by plowing it into the ground. While this worked fine when AC/2s, SRMs and so on were the principal anti-fighter weapons, with the introduction of the LB-X autocannons, it became too easy to roll a 'killing' critical. This was okay for BattleSpace, where making the anti-fighter shot was difficult. However, the simpler ground-air system used in AT2 would've resulted in a bloodbath had LB-X Autocannons remained unchanged. As such, the new Damage Threshold system used by AT2 was enacted, reducing the "free" criticals in favor of requiring a solid hit to cause damage. Though it's damage potential is lower than for standard Autocannons, LB-X Autocannons do gain a To-Hit bonus. 
