2nd Edition
I'm a lot more familiar with this one, and I have the books on hand to reference if I need to, but I'm not going to cite pages for this. I lump City Tech into this, as well as the original AeroTech, which is an interesting beast in it's own right.
Terrain Modification
This was actually part of the core game, and was surprisingly easy. If you hit with a certain weapon from the list, the woods were knocked down a level. (General simplification, if the weapon did less than 5 total damage, it couldn't clear woods. AC/5 was the sole exception. So, it was generally left to missiles and beam weapons, until the other ACs were added in CityTech.)
Not only could you just clear the woods with a direct attack against them, but you could accidentally clear them while shooting at the target and the shot missed. (Check roll result of 11 or 12.) I'm not exactly sure, but I think they still had to be capable of performing the clearing attempt to get that check roll.
You could accidentally or purposefully start fires. The list was a little different for starting fires.
Fun fact: there was no stipulation that clearing woods would put out the flames. (If you think about it, you just turned the fuel into mulch and made the flames worse.) So, even if you knocked down the trees, the flames were still burning for the duration of the game. I bet, if player groups were of a mind, you could have coolant trucks as fire-fighting vehicles trying to put them out.
Another fun fact: Though I saw this rules clarification from a FanPro developer, if you go back and look at the older rules, it still applies - shots could be made against targets beyond long range to expend ammo, or expend heat for whatever reason (Hello, fine-tuning TSM!). It just was considered a miss. Was that missed shot against a unit in a woods hex? Guess what, accidental fire and clearing check! And, inferno missiles still automatically set the hex on fire.
Buildings then are very much the same as buildings now, although each hex had to be demolished individually. However, buildings could be accidentally set on fire. The target value happened to have the same weapon-based modifiers as for purposefully setting the building on fire, which makes me wonder if purposeful fire starting was meant to be more automatic and the table left for accidental fires.
Yet, another fun fact: Mechs were treated as being at 1 level above the terrain they stood on, and there was never any stipulation about being 1 level tall for entering a building. So, a Mech could wade into a level one building and it would be visible over the roof. Do you give it partial cover? Or do you do the full attack against the Mech as normal, and have the building absorb the damage against the legs as per the CityTech damage rules? They never gave a clear answer on that until the 1-Level tall clause for buildings in, I think, the Compendium, and certainly in the BMR. Personally, I think it should have been up to the player or the group. Partial cover had its risks and benefits, many people might have gone for any opportunity to apply it.
One more fun fact: You could actually make bases with armored buildings and weight allotments for weapons and ammo and whatnot. I think. If not here, then in the Tactical Handbook, which came out with the compendium.
Mechs Versus Non-Mechs
Versus Tanks - While tanks had anywhere from 4 to 5 locations, a shot landed down any particular facing would only apply to 1 or 2, depending on if there was a turret or not. Also, if you went from the hit location table and applied some loose creativity, you could auto-immobilize any tank with a side shot.
Of course, tanks at this level had a small d6 critical hit table that matched the glancing hit table out of Warhammer 40k. You still had to roll on the determining critical hits table, though, so it wouldn't apply unless you rolled at least an 8 on 2d6.
Versus Infantry - Any weapon or attack would do its damage value to the infantry life bar, where each point represented a guy in the platoon. As the life bar shrank, the damage output for the platoon dropped. Not as straightforward as wiping out a squad per point of damage, but easy to implement and reference in the game. There was a special exception in the Machine Gun, which could do 2d6 damage against infantry.
I do believe that the 'not in cover' damage bonus is applicable in this set.
Versus AeroSpace - See AeroTech _>
AeroTech
If there is anything that showed the disparity of power level between rulesets, this was the one. Each space hex was 6500 km across. (Sound familiar? It should since that's rougly the diameter of the Earth in Miles.) And, the turn length was in minutes, and the weapons ranges for the ground game were the exact same ranges on those aerospace craft flying around a large portion of a star system. You want to know how fast a Gauss Rifle round went? 22 hexes times 6500km. That's almost reaching light second speed.
Aside: If you want to know where Morgan Kell (?) could get away with using a medium laser to communicate with a Jumpship at the Nadir or Zenith jump point, or put a hole in the solar sail (I forgot what the actual act was, or who did it...) this was what the author was basing it on, because the same weapons on those aerospace fighters were on mechs and tanks.
There was no need for an in-atmo dogfighting scale. Making a strafing run you got, I think, 3 adjacent lines to track along and anything in that kill zone got hit.
Aerospace were powerful tools, but glass-jawed. They were statted in a fashion similar to Mechs, with a singular week spot and multiple locations beyond 'Nose, 2 Wings, and a Tail'. While the pilot stats were abnormally high, a lot more was required of the pilot, and if that pilot took damage, it hampered performance in the form of modifiers to piloting and gunnery.
Aside: I can't help but wonder if there wasn't some form of rudimentary anti-grav involved in an AeroTech 1 Fighter's make-up, considering the forces involved in moving. It would make a lot of sense, and any damage to the pilot might also be a failing point in the system.
Fun Fact: LAMs were in the AeroTech Rules. There is a little blurb that LAMs basically the same as their BattleMech counter parts, except where the LAM rules made exceptions. If you were working straight from the rulebook in the BattleTech Manual, without any reference from the TRo or AT1 Boxed set, you could infer that there was a class of (Now) MkIII LAMs that mirrored their standard BattleMech bretheren in stats, but could transform into a fighter or fighter/Mech hybrid, if you ignored the LAM construction stipulations.
But, the LAM rules were always incomplete and needed more clarification in certain instances, like how to damage wings, and whether they completely functioned like VToLs in AirMech Mode, and used either cruising or flanking movement mods.
I can't remember which, but one set of rules had the wings being a fraction of the side torso armor. Question was, did that include front and back? And, if so, did damage to either front or back armor also damage the wing?
Another set, I think the Tac Handbook rules, decided to go flat out giving each wing its own set of armor points, in addition to the side torso armor. Question then was, did the wing take the damage first before transfering to the side torso?
Yeah. That was a fun can of worms which was left to individual group tastes.