
- BGG rank
- BGG #13,049
- BGG rating
- 8.2
BattleTech Compendium: The Rules of Warfare
- 2–6 players
- 120 min
- Complexity 3.6/5
- 1994

Rules assistance for BattleTech: AeroTech 2 Record Sheets
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
BattleTech: AeroTech 2 Record Sheets is an expansion for AeroTech 2 released in 2002 for 2–6 players and 120 minutes per game. Its main mechanics are Variable Player Powers, Dice Rolling, and Hexagon Grid.
From the back of the book: Aerospace assets bridge the gulf between the stars in the thirty-first century, making interstellar travel, and interstellar war, possible. WarShips escort JumpShips as they tear a hole in the fabric of the universe to jump thirty-light years towards a distant star; DropShips detach and make the million kilometer trip to the destination planet; aerospace fighters protect the DropShips burning into the destination's atmosphere, as the defender's aerospace fighters rise to meet them -- all to land a MechWarrior and his precious 'Mech on the field of battle. AeroTech 2: Record Sheets is an all inclusive book that contains a filled-out record sheet for every conventional fighter, aerospace fighter, small craft, DropShip, JumpShip, WarShip and Space Station, along with all variants, currently in use with in the BattleTech universe. In all, this book contains 319 filled-out record sheets, providing a single book for the complete aerospace assets of the BattleTech universe. User comment: This behemoth of a book contained printed new record sheets for every aerospace and naval asset in the BattleTech/AeroTech/BattleSpace universe at the time of printing. It's not surprising that an expansion this large also had an errate published for it, the year after printing. This record sheet set is listed as out of print by the current licence holder, and no electronic version is available. With some items from this era being re-printed, it may be that an electronic version could be available in the future.
BattleTech: AeroTech 2 Record Sheets supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for BattleTech: AeroTech 2 Record Sheets is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
BattleTech: AeroTech 2 Record Sheets has a complexity rating of 4.0 out of 5 from BoardGameGeek players, which makes it a heavy game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
BattleTech: AeroTech 2 Record Sheets belongs to these categories: Wargame, Miniatures, and Science Fiction. Its main mechanics are Variable Player Powers, Dice Rolling, and Hexagon Grid. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists BattleTech: AeroTech 2 Record Sheets as an expansion for AeroTech 2. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need AeroTech 2 to use it. Check that your edition of AeroTech 2 is compatible, as some expansions were revised between editions.