1 - NO, the aerospace unit recieves NO movement modifier. While it is true that an aerospace fighter is moving very quickly, it is also moving along a much straighter path with no ground clutter interference. The to-hit number against an aircraft using the abstract aerospace rules is calculated as the following:
Gunnery+Attacker Movement Modifier+Angle of Attack+Range Modifier(distance to hex 0909+target altitudex2; or just altitudex2 if the target is also attacking the firer)
2 - Aerospace units using the Abstract aerospace rules may expend thrust points on Evasive action (TW p.77). Split S, Immelman, and other special maneuvers do not increase to hit numbers against any attacker, and therefore have no effect in abstract aerospace movement (unless you just want to burn thrust points and chance crashing into the ground, which isn't very desirable). Angle of attack should be front (+1) if the ground unit is returning fire against an attacking aircraft, and determined by the firer's orientation to hex 0909 and the aerospace fighter's heading in all other cases.
3 - I'd assume this follows all the standard rules for a DropShip or Small Craft dropping battle armor.
4 - Yes, a crash would be determined as normal following the rules in Total Warfare. Per StratOps pg.26, a pilot that ejects in an atmosphere appears in the same hex as the destroyed unit with velocity 0 and will drift to the ground following the same rules for dropping troops.
5 - Yes. It is essentially the same as with the full aerospace rules.
6 - The rules for ground units firing at aerospace units can be found throughout the combat section of total warfare, including pages 107 & pg110. The example of returning fire against a strafing unit found in the aerospace section should not be misconstrued as a prohibition on returning fire against aerospace units performing a strike or bombing attack.
"if the attacker also suffered an attack this turn by the targeted aerospace unit (meaning if the attack has been announced, even if it has yet to be resolved), the range to the target is considered 0 hexes."
Now I don't know that this is spelled out anywhere as range 0 (same hex) attacks tend to be unclear on the firing arc rules, but I've always allowed players that get attacked from behind by an aerospace fighter to return the favor and shoot the aerospace fighter with their front arc weapons on the fighter's back as it flies over.
7 - No. The Aerospace on Ground mapsheet rules are a distinct ruleset from the abstracted aerospace rules. "Altitude 1 NOE" refers to having only one altitude of height. pg.19 StratOps indicates that players begin the scenario choosing an altitude between 1 & 10. Players may then spend movement points to raise or lower their altitude by 1. Keep in mind, however, that one cannot initiate a ground attack other than level bombing from an altitude higher than 5.
8 - Elevation and Altitude are completely separate systems with no direct correlation. While elevation is based upon a fixed measurement (6 meters), altitudes vary widely based upon the depth of a planet's atmosphere and other factors.
9 & 10 - Yes. Out of control units in an atmosphere lose 1D6 altitudes immediately. If this reduces the altitude of the fighter to 0 or less, the unit is destroyed (crashes). Out of control is not the same as random movement (TW p93).
11 -
a. - Yes, the first can still attempt a strike.
b. - Yes, he can opt to be out of range and still strike. This represents the pilot pulling a tricky maneuver that allows him to come back over the target but forces the interceptor to overshoot him.
c. - If the second fails the control roll, the result would be treated as normal: if the ground-attacking unit makes their control roll, they may select the range. If they also fail, the distance would be long.
12 - No, they deal the average value listed for aerospace units.
13 - Yes, aerospace fighters using the abstract rules may overheat, with the normal penalties.
14. - Rules for zip lines may be found in TacOps, otherwise they must be at level 1. Battle Armor dismounting a BattleMech without jump jets climb down. They do not leap from the 'Mechs shoulders.
15. - No, no, and no.