Only War Houserules

By Frankie, in Only War Beta

Planning on doing some Dark Heresy conversion, making Adept, Arbitrator, Assassin, Sister, and Scum specializations. Which Talents do I need to add/bring back? How should I deal with being with the Inquisition instead of a regiment?

Converting DH careers into OW directly would take a lot of effort. I remember seeing something about it somewhere though. I'll see if I can find a link.

Ah yes, I can't post links on this forum. Love it. So broken.

You can find a thread answering some of your question here. It is called "How easy is it to use Only War with characters from other books?" It's on the front page of the Only War main forum.

@LazerTracer

Get off the high horse, will you?

Religious forms of government do not tend to allow private enterprise that is separate from god himself.

That would be the problem, because the Imperium is not a "religious form of government". It was during the Age of Apostasy, but since then, the Ecclesiarchy's power has been limited to only one of the many groups making up the Imperial Senate.

The Imperium derives its legitimacy from its state religion, as did most kings in medieval times - that's not a "religious form of government". That being said, the Imperium is also an incredibly diverse place and lets its vassals do almost whatever they like as long as they venerate the god-emperor, pay their tithes, hand over their psykers and do not traffic with the alien or the heretic. If one of the planets wishes to allow corporations, they'll have them. And if one of those corporations becomes big enough to be an interplanetary player, then that's what happens, assuming they can get a chartist (or other) license.

[ADMIN: Edited for hostile language and personal attacks.]

The Imperium is a religious government. Like the Vatican.

Wow… nice acting childish there Lazer. People can have different opinions, no need to spit your dummy out at them because someone disagreed with you, especially when he gave valid reasoning as to why he disagreed.

There is a distinct difference between having a state religion (as the Imperium does) and having a religious government (which the Imperium does not). Whilst the state religion is a large influence on the law of the Imperium, it is not the Ecclesiarchy who make the law or run the Imperium. That is left up to the High Lords of Terra, of which a single representative is from the Imperial Church.

Also, if you look at it, there isn't really an Imperium-wide government, more the High Lords who deal with things that influence the entire Imperium, such as crusades, Imperial Law, etc, and then everything else is left up to the Sector/Planetary Governors, who deal with the laws of the individual sectors and planets of the Imperium.

Even if you can argue that there is a proper Imperium-wide government, I wouldn't describe the Imperium as having a religious government anyway - it's more a fascist one. The High Lords just use "The Emperor's Will" as the reason people should listen to them, and then institute xenophobic, 'nationalistic' and militaristic policies, whilst stripping away personal rights of the individual, for the 'greater good' of the Imperium as a whole.

Now, I would suggest you act a little more mature in future, and engage in reasonable debate and discussion, rather than stamping your feet and swearing as though that makes your views any more valid (it actually negatively impacts their validity, FYI).

MILLANDSON said:

Wow… nice acting childish there Lazer. People can have different opinions, no need to spit your dummy out at them because someone disagreed with you, especially when he gave valid reasoning as to why he disagreed.

There is a distinct difference between having a state religion (as the Imperium does) and having a religious government (which the Imperium does not). Whilst the state religion is a large influence on the law of the Imperium, it is not the Ecclesiarchy who make the law or run the Imperium. That is left up to the High Lords of Terra, of which a single representative is from the Imperial Church.

Also, if you look at it, there isn't really an Imperium-wide government, more the High Lords who deal with things that influence the entire Imperium, such as crusades, Imperial Law, etc, and then everything else is left up to the Sector/Planetary Governors, who deal with the laws of the individual sectors and planets of the Imperium.

Even if you can argue that there is a proper Imperium-wide government, I wouldn't describe the Imperium as having a religious government anyway - it's more a fascist one. The High Lords just use "The Emperor's Will" as the reason people should listen to them, and then institute xenophobic, 'nationalistic' and militaristic policies, whilst stripping away personal rights of the individual, for the 'greater good' of the Imperium as a whole.

Now, I would suggest you act a little more mature in future, and engage in reasonable debate and discussion, rather than stamping your feet and swearing as though that makes your views any more valid (it actually negatively impacts their validity, FYI).

Im not arguing with you. Its like youve never even read about what your talking about. And i dont think very highly of you. And thats not an opinon. But if it was, then id still have a right to it.

It is pretty clear that what you are doing is expressing an opinion. I suggest you stop, you've already been censored once.

LazerTracer said:

MajorMurray said:

Archeotech 'Storm' Lasgun



Designed during the Dark Age of Technology

Terrible idea. There will be no archeotech within the armoury. EVER.

corporation of security contractors,

There are no corporations in the imperium

the 'Storm' Lasgun is without a doubt the most deadly of all laser weapons built in existence.

Its not even as good as a hotshot or hellgun.

Thousands of years later, the Forge World of Ryza has found the STC print-out

STCs probably dont code for Archeotech… although they do code for superior technology. Archeotech was made at a time where all great technologies were available. An STC would only contain a few old technological methods. Leaving production of the rest a mystery.

Storm Lasgun (Class: Basic Range: 75m S/2/4/ DAM: 1d10+4 PEN: 1 Clip: 30 RLD: Full SPECIAL: Overheats, Storm Wt.: 4.5 Availability: Near Unique)

Too mary sue.

An archeotech would be similar to the archeotech laspistol and probably cost a rogue traders fortune to get. Also, they would never overheat. Also storm weapons are a relativly new technology.

Calling it Mary Sue? I don't think you know what that word means, especially when you're saying it shouldn't have flaws while saying it's a "mary sue".

Incorporations/trading combines/syndicates exist in WH40k.

LazerTracer said:

MILLANDSON said:

Wow… nice acting childish there Lazer. People can have different opinions, no need to spit your dummy out at them because someone disagreed with you, especially when he gave valid reasoning as to why he disagreed.

There is a distinct difference between having a state religion (as the Imperium does) and having a religious government (which the Imperium does not). Whilst the state religion is a large influence on the law of the Imperium, it is not the Ecclesiarchy who make the law or run the Imperium. That is left up to the High Lords of Terra, of which a single representative is from the Imperial Church.

Also, if you look at it, there isn't really an Imperium-wide government, more the High Lords who deal with things that influence the entire Imperium, such as crusades, Imperial Law, etc, and then everything else is left up to the Sector/Planetary Governors, who deal with the laws of the individual sectors and planets of the Imperium.

Even if you can argue that there is a proper Imperium-wide government, I wouldn't describe the Imperium as having a religious government anyway - it's more a fascist one. The High Lords just use "The Emperor's Will" as the reason people should listen to them, and then institute xenophobic, 'nationalistic' and militaristic policies, whilst stripping away personal rights of the individual, for the 'greater good' of the Imperium as a whole.

Now, I would suggest you act a little more mature in future, and engage in reasonable debate and discussion, rather than stamping your feet and swearing as though that makes your views any more valid (it actually negatively impacts their validity, FYI).

Im not arguing with you. Its like youve never even read about what your talking about. And i dont think very highly of you. And thats not an opinon. But if it was, then id still have a right to it.

1) You are arguing, purely by posting a reply like that.

2) I'm a lead playtester for the 40k RPGs, and have played GW products for nearly 20 years - I know my fluff.

3) Opinion - a statement or view based on subjective belief. Don't try to pretend your opinions are facts, it's dishonest.

4) You have zero rights on a private internet forum.

5) Dark Heresy and Rogue Trader specifically mention corporations and trading cartels in their core and source books.

@MILLANDSON

The High Lords just use "The Emperor's Will" as the reason people should listen to them, and then institute xenophobic, 'nationalistic' and militaristic policies, whilst stripping away personal rights of the individual, for the 'greater good' of the Imperium as a whole.

And of course, that 'greater good' is a whole different thing from the 'Greater Good' which is an evil xeno concept that has nothing to do with our 'greater good' whatsoever.

Guys, stop fighting.

Adept
Characteristic Bonus: +5 Intelligence
Starting Aptitudes: Intelligence, Knowledge, Fellowship, Tech, Defense, Social
Starting Skills: Trade (Copyist) or Trade (Valet), Common Lore (Imperium, choose two), Scholastic Lore (choose one)
Starting Talents: Light Sleeper or Resistance (Cold), Sprint or Unremarkable, Weapon Training (Solid Projectile, low-tech)
Starting Equipment: Common-craftsmanship Stub Revolver, Flak Vest, Staff, Administratum Robes, Auto-quill, writing kit, chrono, data-slate
Starting Wounds: 6+1d5

Arbitrator
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Weapon Skill, Offense, Toughness, Defense, Social, Willpower
Starting Skills: Common Lore (Adeptus Arbites, Imperium), Inquiry or Intimidate
Starting Talents: Quick Draw, Rapid Reload, Weapon Training (Solid Projectile, low-tech, Power)
Starting Equipment: Good-craftsmanship Shotgun (pump action), Common-craftsmanship Power Maul ,Common-craftsmanship Carapace armour
Starting Wounds: 10+1d5

Assassin
Characteristic Bonus: +5 Ballistic Skill or Weapon Skill
Starting Aptitudes: Ballistic Skill, Weapon Skill, Finesse, Offence, Agility, Perception
Starting Skills: Awareness, Dodge, Acrobatics
Starting Talents: Ambidextrous or Unremarkable, Weapon Training (Las, Solid Projectile, Low-tech)
Starting Equipment: Common-craftsmanship Long-las or Good-craftsmanship Mono-Sword, knife, Black Bodyglove
Starting Wounds: 12+1d5

Scum
Characteristic Bonus: +5 Fellowship
Starting Aptitudes: Ballistic Skill, Finesse, Fellowship, Social, Agility, Fieldcraft
Starting Skills: Charm or Dodge, Deceive, Awareness, Common Lore (Imperium)
Starting Talents: Ambidextrous or Unremarkable, Light Sleeper, Weapon Training (Solid Projectile, low-tech)
Starting Equipment: Common-craftsmanship Autogun or Common-craftsmanship Shotgun (pump action), Good-craftsmanship Autopistol, knife, street clothes
Starting Wounds: 9+1d5

LazerTracer said:

Stuff

1-5: People don't hate you. They dislike you. And they dislike you because you are parroting your opinions as truth and not only telling everyone that they are wrong, but that they are an idiot for disagreeing with you.

""An archeotech weapon is supposed to be a relic from the age where men were as gods. Do you really think it should have the overheats quality? Because if you do. Well thats dumb and boring, best saved for something that deserves it."

Hmm? No. All I did was say that I don't think you know what mary-sue means if you're saying a weapon shouldn't have a flaw while calling it a "mary-sue weapon".

Cifer said:

@MILLANDSON

The High Lords just use "The Emperor's Will" as the reason people should listen to them, and then institute xenophobic, 'nationalistic' and militaristic policies, whilst stripping away personal rights of the individual, for the 'greater good' of the Imperium as a whole.

And of course, that 'greater good' is a whole different thing from the 'Greater Good' which is an evil xeno concept that has nothing to do with our 'greater good' whatsoever.

Of course, 'The Greater Good' is a disgusting belief, and an affront to Humanity!

I just find it amusing that both the Imperium and the Tau follow the general idea of 'sacrifice for the greater good', except that the Imperium is working for the survival of the species, and the Tau do it for the betterment/advancement of their civilisation.

@Plushy

Guys, stop fighting.

I think the mods stopped that for us. Now that I think about it… it's the first time I've seen both moderated posts and a ban on these forums.
(And of course, it leads to a screwup with the forum software. Now that's a surprise.)

Assassin
[…]
Starting Wounds: 12+1d5

Why does the assassin get so many wounds? I get that they're pretty much a one-trick-pony entirely focused on combat with their aptitudes, but the 'tank' job is usually one that belongs to the Arbitrator or Guardsman.

Cifer said:

@Plushy

Guys, stop fighting.

I think the mods stopped that for us. Now that I think about it… it's the first time I've seen both moderated posts and a ban on these forums.
(And of course, it leads to a screwup with the forum software. Now that's a surprise.)

Nah, I've seen both before - back before Deathwatch though, possibly before or around the time of Rogue Trader being released…

****, that seems like a long time ago!

Cifer said:

@Plushy

Guys, stop fighting.

I think the mods stopped that for us. Now that I think about it… it's the first time I've seen both moderated posts and a ban on these forums.
(And of course, it leads to a screwup with the forum software. Now that's a surprise.)

Assassin
[…]
Starting Wounds: 12+1d5

Why does the assassin get so many wounds? I get that they're pretty much a one-trick-pony entirely focused on combat with their aptitudes, but the 'tank' job is usually one that belongs to the Arbitrator or Guardsman.

I agree, the Assassin has a lot of wounds and the Arbitrator should have the higher number there I think. The Adept should probably be 8+1d5 as well. I don't think it is a good idea to create gaps that are too large unless there is a very good reason and a definite counter balance. The Ratling is a good example of this philosophy.

My group are largely running the game vanilla, the only 'house rules' we are using have been where we can't find the relevant rules or they seem to be oversights. E.g Psy Focus is a peice of Psyker kit but has no rules in OW so I have ruled that given a full round action it gives a straight bonus to focus rolls, and everyine except the orgyn is at least literate to a minimum degree so they can read their orders and uplifting primer.

If I ran the game again I might introduce a few rules to return Righteous Fury to DW and before, assuming it is not an oversight I would make specialist starting kit count as standard for those specialities, and I would probably reduce the amount of points a regiment gets to purchase additional standard kit items because the RAW suggest that a regiment could start with the entire regiment being issued with Boltguns, Plasma Weapons, or Power weapons. I may add in an option to allow items to be downgraded during that stage, so for example the regiment could all be issued with poor quality lasguns or armour, or not have as many charge packs, in exchange for points to gain other benefits elsewhere.

E

eldath said:

because the RAW suggest that a regiment could start with the entire regiment being issued with Boltguns, Plasma Weapons, or Power weapons

Not to be rude, but if you're the GM, you should notice that the "Add item of availability X as standard kit" has the note "GM approval required" next to it. Yes, "technically" they can start with it, but it all requires GM approval, which is key. The only thing for those weapons that wouldn't need approval is if it was the regimental preferred weapon, in which case they can get one for the squad.

Not sure I would recommend swapping the RF rules. Yes, players probably want to dish out the damage, but part of the intent with the crit damage effect is that it really speeds up the game. No more rolling to confirm, no more full dice. Just when you see a 10 on those damage dice (accurate bonus die excluded), you roll a d10, half it, and give em that critical effect, and move on. No more rolling the 3 hits you got from full auto, note that you did RF twice, and then forget which one you were on as the dice had already exploded significantly.

I definitely think downgrading to poor should be an option, but it would have to be for kit that "counts" maybe +5 points for either weapon, armour, all of your supply kit (mess kit, glow globe, grooming kit, rations, etc. And I dare your players to take that. "Ok, its dark, you're in the mud, you're using your glow lamp to navigate…. and it goes out," or "Remember to wear clean socks, otherwise, you might get trench foot," also, players should be aware that boiling their boots might be a better form of food than the crap starch rations they're given), and for halfing the ammo of your standard kit..

So, after the first 4 game sessions me and my group use following house rules

- Guardsman are proficent with every equipment in there standart kit (f.e. added Stub automatik as sidearm everyone is proficent in the use of these weapons)

- added a additional Point for regiment creation

skill speciality

cost 1 may only be taken once

( add one skill as a trained one for everone in the regiment)

f.e. in the tanith everyone is trained in stealth

in our 101th Omicron Presi 8 droop troop regment (only name noone argued about^^) everyone is trained in operate (ground vehicle)

- carrying capacity SB + TB +2 (ther´s so much standart gear everyone is expetet to carry all time around)

that´s everything till now

KommissarK said:

Not to be rude, but if you're the GM, you should notice that the "Add item of availability X as standard kit" has the note "GM approval required" next to it. Yes, "technically" they can start with it, but it all requires GM approval, which is key. The only thing for those weapons that wouldn't need approval is if it was the regimental preferred weapon, in which case they can get one for the squad.

I did notice that KommissarK, but to be honest even with GM approval only it is still O.T.T. If it allowed you to buy one very rare availability item for the squad (i.e. a Plasma Gun for the Heavy Weapon Specialist) that would be better.

KommissarK said:

Not sure I would recommend swapping the RF rules. Yes, players probably want to dish out the damage, but part of the intent with the crit damage effect is that it really speeds up the game. No more rolling to confirm, no more full dice. Just when you see a 10 on those damage dice (accurate bonus die excluded), you roll a d10, half it, and give em that critical effect, and move on. No more rolling the 3 hits you got from full auto, note that you did RF twice, and then forget which one you were on as the dice had already exploded significantly.

Speeding up the combat with less dice rolls is all well and fine, we are however finding the new rule a bit Meh. With regard to confirming RF we tend to roll RF's as part of the same roll dealing with each damage roll seperately. Yes it takes a little longer but on the other hand you don't have to figure out if you did enough damage to get the D5 crits, especially since the players don't automatically know how much Armour and Toughness the Bad guy has. Also the amount of dice rolls only matter if the group want to lower the amount of dice rolls, we are quite content with the amount there were. I wouldn't find it quite so annoying if it was just a straight D5 extra damage but the crit thing sounded cool to begin with but we have quickly become bored with it.

For what it is worth I do know how to roll a D5 lol.

KommissarK said:

I definitely think downgrading to poor should be an option, but it would have to be for kit that "counts" maybe +5 points for either weapon, armour, all of your supply kit (mess kit, glow globe, grooming kit, rations, etc. And I dare your players to take that. "Ok, its dark, you're in the mud, you're using your glow lamp to navigate…. and it goes out," or "Remember to wear clean socks, otherwise, you might get trench foot," also, players should be aware that boiling their boots might be a better form of food than the crap starch rations they're given), and for halfing the ammo of your standard kit..

I think that sounds ok for the most part, to an extent it could also be worked out like adding something but just in reverse. I definately agree that there should be some sort of framework that ensures that they don't swap out their grooming kit for an extra knife or something similar.

We're preparing to start playing ourselves, and we made a Drop Regiment, so that the players can have some fun paratrooping action. Then I noticed that the Grav Chute as written is going to kill the average trained paratrooper from their regiment roughly 40-20% of the time. I swapped the failure effects for a roll on the scatter table to see where they land, so that they'll have to regroup after a drop goes south, rather than scrape their PCs or Comrades off the ground with a spatula.

boooh said:

in our 101th Omicron Presi 8 droop troop regment (only name noone argued about^^) everyone is trained in operate (ground vehicle)

Please tell me your commanding officer is named Lur. :)

Thankfully he´s not, after we told our GM the if he named him Lur he has to use his catch phrase everytime he appears

I´m Lur Seargent of the 101th Omicron presi 8 Dorp troop Regiment"

Our GM withdraw from the idea

eldath said:

KommissarK said:

Not to be rude, but if you're the GM, you should notice that the "Add item of availability X as standard kit" has the note "GM approval required" next to it. Yes, "technically" they can start with it, but it all requires GM approval, which is key. The only thing for those weapons that wouldn't need approval is if it was the regimental preferred weapon, in which case they can get one for the squad.

I did notice that KommissarK, but to be honest even with GM approval only it is still O.T.T. If it allowed you to buy one very rare availability item for the squad (i.e. a Plasma Gun for the Heavy Weapon Specialist) that would be better.

KommissarK said:

Not sure I would recommend swapping the RF rules. Yes, players probably want to dish out the damage, but part of the intent with the crit damage effect is that it really speeds up the game. No more rolling to confirm, no more full dice. Just when you see a 10 on those damage dice (accurate bonus die excluded), you roll a d10, half it, and give em that critical effect, and move on. No more rolling the 3 hits you got from full auto, note that you did RF twice, and then forget which one you were on as the dice had already exploded significantly.

Speeding up the combat with less dice rolls is all well and fine, we are however finding the new rule a bit Meh. With regard to confirming RF we tend to roll RF's as part of the same roll dealing with each damage roll seperately. Yes it takes a little longer but on the other hand you don't have to figure out if you did enough damage to get the D5 crits, especially since the players don't automatically know how much Armour and Toughness the Bad guy has. Also the amount of dice rolls only matter if the group want to lower the amount of dice rolls, we are quite content with the amount there were. I wouldn't find it quite so annoying if it was just a straight D5 extra damage but the crit thing sounded cool to begin with but we have quickly become bored with it.

For what it is worth I do know how to roll a D5 lol.

KommissarK said:

I definitely think downgrading to poor should be an option, but it would have to be for kit that "counts" maybe +5 points for either weapon, armour, all of your supply kit (mess kit, glow globe, grooming kit, rations, etc. And I dare your players to take that. "Ok, its dark, you're in the mud, you're using your glow lamp to navigate…. and it goes out," or "Remember to wear clean socks, otherwise, you might get trench foot," also, players should be aware that boiling their boots might be a better form of food than the crap starch rations they're given), and for halfing the ammo of your standard kit..

I think that sounds ok for the most part, to an extent it could also be worked out like adding something but just in reverse. I definately agree that there should be some sort of framework that ensures that they don't swap out their grooming kit for an extra knife or something similar.

Yeah, when people in my game wanted something of a lower/higher quality, I just adjusted the Availability by x many steps.