Welcome back! With the end of The Azure Phoenix’ first contract, and the length of time it took me to write the 2 articles about it, I decided to change a couple things about how I play this campaign. So right here I’m going to lay out what I plan on doing. Nothing too crazy, just want to make sure we’re all on the same page! I’ll also have a landing page for this series soon, so the story is easy to find sorted as well as this post and any other info posts.
Base rules:
- I’ll be using the new Core Rulebook for gameplay as much as possible.
- I’ll be using tracks and any updated rules from Draconis Reach, regardless of where a contract is from.
- I will not be using BSPs or BFA in The Azure Phoenix anymore.
- I will be using Battle Armor and Combat Vehicles, and using Total Warfare rules for them.
- OpFors, whether I roll for them or they are a recuring company, will use BFAs unless they have access to a unit I’d like to try and salvage.
- I’ll play this as straight as I can, aiming to not give myself any favoritism. I know that isn’t a big deal, but it feels important to not give myself slack.
- Above all else, the rule of cool is the most important. If something awesome can happen, I’ll make it happen with as little fudging as possible.
House rules:
- I’ll be allowing more than 4 named pilots. Specifically, I can still only have 4 mech pilots, but I’m allowed 4 more pilots, specifically 2 BA pilots, and 2 more slots for either vehicles or protomechs. No other limits regarding named pilots are changing.
- I won’t hold myself to the “timeline” in hinterlands. I want to check out the later hot spots in the book that I haven’t gotten to play yet.
- I can have 2 additional pilots, call them permanent temps. Temp pilots who hang around, being paid as normal, but will be part of the crew. No SP gain for these pilots and they can’t exceed the 4 pilot limit in a track.
- BA pilots can use whatever suits are available. I will use the Barracks rules in the hot spots books, so I can have up to 3 points of a single BA, but have to buy each one. Each point can be used until they are destroyed in a track, that point will need healing and repair and has to sit out the rest of the contract. 2 points killed in a contract reduces the skill, if not being piloted by a named pilot. 3 killed, means I lose access to that suit until buying from a new Barrack at a hiring hall or a hot spot that offers BA for sale.
- I’ll be using skin of the teeth ejection rules, allowing my named pilots a chance to survive a head shot(Miriam!) or CT destruction. Edge can be used, if available, to a +1 to the roll per edge.
Extra Articles
The last thing that’s changing is I’m going to be handling time between tracks as separate articles. So the next one will be settling things from Alyina and choosing our next contract and negotiating terms. I’ll also roll for possible purchases and temps available at the hiring hall, before we head off on the next adventure! See you then!
