BattleSpace

BS1680.jpg
BattleSpace: The BattleTech Game of Space Combat
Product information
Type Boxed Set
Development Scott Jenkins
Primary writing Chris Hartford
Pages 88 page Rulebook
60 page Sourcebook
8 page Record Sheet book
216 counters
2 Mapsheets
2 dice
Cover artwork Peter Scanlon
Illustrations Joel Biske
Earl Geier
Jeff Laubenstein
Larry MacDougall
Allen Nunis
Gary Thomas Washington
Publication information
Publisher FASA
Product code 1680
First published 1993
ISBN-10 1555602088
Content
Era Clan Invasion

Contents

[edit] Description

This boxed set was the replacement for AeroTech, expanding its concepts and incorporating information from the DropShips and JumpShips sourcebook and other Clan Invasion era publications. The BattleSpace Sourcebook and Rulebook are bound together in one volume, similar to the DropShips and JumpShips sourcebook. This boxed set would later be replaced by AeroTech 2.

[edit] From the back cover

It is 3056, centuries since the fall of the Star League, and the Successor States of the Inner Sphere face their greatest threat ever — The Clans, warlike invaders from beyond known space. As the mighty armies of two civilizations clash on the far-flung worlds of humanity, their interstellar armadas wage war in the infinite battlefield of space.

BattleSpace, the new system of aerospace combat in the 31st century, thrusts you straight into the heart of this vast arena, where JumpShips, DropShips, and WarShips fight to carry their deadly 'Mech cargoes into battle. Fully compatible with BattleTech, the BattleSpace game system adds a whole new dimension to the wars of the future.

The BattleSpace game includes a rulebook, a sourcebook that provides the history of naval warfare and the statistics and descriptions of those ships currently in the Inner Sphere, two 22" x 34" full color mapsheets, color counters with stands, ship record sheets, and two six-sided dice.

BattleSpace is a boardgame for 2 or more players ages 12 and up.


[edit] Rulebook Contents

  • Introduction
    • Components
    • Game Terms
      • Fire Factor
      • Piloting Skill Rolls
      • Other Rolls
      • Margin of Failure
  • Playing The Game
    • Sequence of Play
      • Initiative Phase
      • Movement Phase
      • Combat Phase
      • End Phase
    • Clan Rules of Engagement
  • Movement
    • Facing
    • Thrust Points
      • Using Thrust Points
    • Stacking Limit
    • Control Rolls
      • Making Control Rolls
    • Special Actions
      • Evade
      • Roll-Over
      • Change Formation
      • Hover
      • Docking
      • Launch/Recover
      • Landing
      • Jump
  • Combat
    • Detection
    • Weapons Fire/Firing Arcs
    • Heat
    • Range
    • Making the Attack
    • Damage
      • Armor
      • Applying Damage
      • Determining Fighter Damage
      • Damage to Fighters
    • Critical Damage
      • Critical Damage Effects
      • General Critical Damage
      • JumpShip/WarShip Critical Systems
      • Space Station Critical Damage
  • Optional Rules
    • Advanced Movement Rules
      • Optional Thrust Point Use
      • Optional Facing
    • Atmospheric Operations
      • Space/Atmosphere Interface
      • Atmosphere
      • Ground
    • Asteroids
    • Shuttlecraft
    • Emergency Exit Systems
    • Advanced Point Defense Weapons
    • Docked DropShips
    • Boarding Actions
    • Debris
    • Dropping Troops
    • Attacking the Jump Sail
    • Surface to Orbit Fire
    • Weapons of Mass Destruction
      • Orbit to Surface Bombardment
      • Nuclear Weapons
  • Campaign Operations
    • Hyperspace Travel
      • Jump Point
      • Jump Field Damage
      • Making the Jump
      • Jump Sail Recharging
      • Physical Effects of Hyperspace Travel
    • Detection
    • Deep-Space Rendezvous
    • Docking
      • Moving Damaged Craft
    • Launching /Recovering Small Craft
      • Recovering Fighter Casualties
    • System Transit
      • Fuel Consumption
      • In-Flight Refueling
      • Pilot Modifiers
    • Planetary Landing
    • Liftoff
    • Cargo
    • Maintenance
      • Support Points
      • MPV (Small Craft)
      • MPV (Large Craft)
      • Effects of Maintenance
      • Maintenance Costs
    • Repair
      • Repair Modifiers
      • Component Repair
      • Armor Repair
      • Jump Sail Repair
      • Fighter Repair
    • Crew
      • Crew Quality
      • Crew Requirements
  • Construction Rules
    • DropShip Construction
      • Determine Parameters
      • Determine Propulsion
      • Determine Structure
      • Choose Weapons
    • Space Stations
    • Calculating the Costs
    • Converting AeroTech Craft
      • Movement/Craft
      • Offensive Systems
      • Armor
      • Miscellaneous Stastics
      • Fighter Units
  • Aerobattle
    • Fighter Engagements
    • Modifying BattleSpace
      • Armor Re-scale
      • Weapons Split and Re-scale
      • Expanded Combat Rules
    • Low Atmosphere Rules
      • Altitude Levels
      • Map Scale
      • Movement
      • Air-to-Air Combat
      • Air-to-Ground Fire
      • Return Fire

[edit] Sourcebook Contents

  • Naval Technology
    • DropShips
      • DropShip Systems
    • JumpShips
      • JumpShip Systems
    • WarShips
    • Fighters
    • Weapon Systems
      • Ballistic Weapons
      • Energy Weapons
    • Ship Construction
      • Fighters
      • DropShips
      • JumShips and WarShips
    • Space Stations
    • Clan Navies
  • BattleSpace Scenarios


[edit] See Also


[edit] Notes

Fire factors and Capital scale damage were introduced in this set. (Capital weapons were introduced in Technical Readout: 2750, but they inflicted standard damage.) Rules for constructing WarShips and JumpShips were introduced in this set as well. Technical Readout: 3057 included two pages of clarifications and errata that dealt with BattleSpace.