A long time ago, I started working on some rules to incorporate aerospace fighters into MechWarrior play. I actually posted a draft of these rules a while back, and some of that feedback is incorporated here. The way I see it, the scale and focus of MechWarrior makes aerospace difficult to bring in fighters as just another clix base unit. The fighters would just be going too fast and too high to keep them on the playing field.
It made more sense to treat them more as an abstract air support unit. In that way, they fit in more as cards, situational and/or disruptive assets separate from your units on the board.
So I've attached the rules here, and you can download the first set of AeroTech cards and two additional squadron cards for better AA abilities here:
AeroTech CardsSquadron Cards I tried to make the rules as solid as I could, but I'll admit, my practical knowledge of the game doesn't extend very far. I know the rules, but haven't been able to play very much. For that reason too, the point values for the cards are probably going to me somewhat off. I would consider the cards in beta. If anyone is interested in trying the rules out in their games, I'd love to hear if any cards seem overpowered or what.
Edit 01.19.16: Changing my hosting situation, so the cards are temporarily down, but I'll note when they're back up.