For the most part, I'll be using the updated Chaos Campaign rules in the Total Chaos campaign book, with a few exceptions (mostly drawn from Doug's Succession Wars era Chaos Campaign). I'll also be generating my own Mercenary unit using the rules in Field Manual: Mercenaries (Revised) rather than picking one of the three pre-generated Merc units provided in the Total Chaos book.
Although I can't go into too much detail about Doug's House Rules without first obtaining his permission, here's a quick list of the Dougal's House rules that I'll be using:
- Pilots, Crews and Infantry improve their skill ratings by spending experience points rather than by spending support points. 4XP buys a pilot increase, 8XP buys a gunnery increase. Specialist talents (such as Marksman) can be purchased XP points as well.
- To compensate for this, new pilots and crews (but not infantry) are purchased using War Chest Points rather than support points, making new pilots ten times more expensive.
- Rather than simply spending a few Support Points to completely re-arm a Mech, specific types of ammunition stockpiles must be purchased individually using War Chest Points.
- I'll be using Doug's repair costs table, which takes into account such things as replacing new limbs, armour points, internal structure points and so on. Weapons and equipment that take up critical-hit slots have to be paid for and stockpiled separately..