Alright, so I've been playing with the idea of running an all-Adeptus Arbites game of Dark Heresy, just straight-up using the rules of Only War for just about everything, instead of completely homebrewing absolutely everything I want to "fix".
I was thinking I'd make like 3 (maybe 4) Regiments that players can pick from, representing the different sections of the Adeptus Arbites, but then they'd all have to start with the same Archetype/Specialization/Career, a DH->OW Arbitrator conversion.
Two additional things should be noted: In addition to picking between three regiments, they'll be able to switch out one Professional Aptitude and one Characteristics Aptitude to whatever Professional/Characteristics Aptitude they want, and I was thinking that should they want to, they may work towards realizing any Alternate Rank(s) from Dark Heresy appropriate for Arbites.
So if their Arbitrator is from a Forge World and they say that they want to be a Cyber-Mastiff Handler in the Sectotum Quasetium (Investigative Offices), they just plain are, and I'll work in some of that stuff, being able to take the appropriate Talents freely from the appropriate Alternate Ranks, and so on.
There would be no Comrades, and all potential additional squadmates or associates would be NPC:s, but if the players could make a good case, they'd be able to choose freely amongst the Specialist talents or Comrade talents of the base Only War Specializations.
The only major houserule I'd like to pull right away is one on On weapon talents & proficiencies .
These are the "Regiments" I was thinkin they'd pick from:
Adeptus Arbites, Sectotum Magisterial, Scintilla.
Lawkeeper, Adepts and Command section of Precinct-Fortress Scintilla.
Fortress of the Just, Outside Hive Tarsus, Lord-Marshal Goreman.
Homeworld, Schola Progenium
Chr.Mods: +3 WP, +3 WS or BS.
Starting Skills: Common Lore (Imperial Guard OR Imperial Navy OR Ecclesiarchy, Imperium, War OR Imperial Creed), Linguistics (High Gothic, Low Gothic).
Only in Death does Duty End: Air of Authority or Unshakeable Faith Talent.
Wounds: +1.
Commanding Officer, Bilious
Starting Talents: Paranoia.
Regiment Type, Magisterial Section
Char.Mods: +3 Fellowship, -3 Strength OR -3 Toughness.
Starting Skills: Command, Common Lore (Administratum, Calixis Sector).
Starting Talents: Nerves of Steel OR Combat Formation.
Standard Kit: One pair of Shock-Gloves OR One Officer's Cutlass per character, One Common-Craftsmanship Judge's Carapace OR One Best-Craftsmanship Magistrate's Overcoat. 3 magazines of Stun Shells OR Solid Slugs OR Man-Stopper Bullets per character. One weapon upgrade of Average or lower Availability per character.
Training Doctrine, Judgement
Starting Skills: Scholastic Lore (Judgement), Scholastic Lore (Choose One) OR Common Lore (Choose One).
Training Doctrine, Summary Command
Starting Aptitude: Leadership OR Social.
Special Equipment Doctrine, None.
Adeptus Arbites, Sectotum Coercitor, Scintilla.
Arbitrator Enforcer-Regiment of Precinct-Fortress Scintilla.
Fortress of the Just, Outside Hive Tarsus, Lord-Marshal Goreman.
Homeworld, Choose Any
Any except Feral World, Penal Colony, Penitent, Feudal World or Frontier World, subject to GM adjustments.
Commanding Officer, Bilious
Starting Talents: Paranoia.
Regiment Type, Peacekeeper Command
Chr.Mods: +3 Toughness, +3 BS OR WS, -3 Perception.
Starting Skills: Operate (Surface) OR Navigate (Surface), Awareness.
Starting Talents: Sprint OR Rapid Reload.
Standard Kit: One Enforcer Light Carapace per character, One Enforcer Riot Shield AND Extra Grip Weapon Upgrade for any Basic Weapon OR Auxiliary Grenade Launcher AND Deadspace Earpiece per character, Three Smoke Grenades OR Stun Grenades OR Web Grenades per character (chosen freely; one extra if the Auxiliary Grenade Launcher was chosen). Three extra magazines of any standard ammunition acquired as part of regimental or standard kit.
Training Doctrine, Close Order Drill
Starting Talents: Combat Formation OR Double Team.
Training Doctrine, Soldiering
Starting Aptitude: Offence OR Finesse.
Special Equipment Doctrine, None.
Adeptus Arbites, Sectotum Quasetium, Scintilla.
Investigative Offices of Precinct-Fortress Scintilla.
Fortress of the Just, Outside Hive Tarsus, Lord-Marshal Goreman.
Homeworld, Choose Any
Any except Feral World, Penal Colony, Penitent, Feudal World or Frontier World, subject to GM adjustments.
Commanding Officer, Bilious
Starting Talents: Paranoia.
Regiment Type, Verispex Department
Chr.Mods: +3 Perception OR Intelligence, -3 Toughness OR Strength.
Starting Skills: Awareness OR Tech-Use, Common Lore (Any One), Scholastic Lore (Chymistry OR Cryptology).
Starting Talents: Foresight.
Standard Kit: One Verispex Armour per character, One Verispex Helm per Character, One pair of Carapace Greaves per character, 2 Data-slates per character, One Gene-Printer OR Good-Craftsmanship Heavy Auspex/Vox-Caster-backpack per character, One Skinplant (Hands/Forearms; Basic Dataslate, Calculator, Low-range Lamplight, Chrono). One Mono-Sight for Ius Automatic (Integrated into Verispex Helm).
Training Doctrine, Field Specialists
Starting Aptitude: Tech OR Knowledge.
Special Equipment Doctrine, Augmentics
Standard Kit: The regiment gains an additional +10 on all Logistics Tests made to obtain bionic replacements and implants.
And lastly, this is the Arbites Specialization:
Arbitrator
Characteristic Bonus: +3 Toughness.
Starting Aptitudes: Ballistic Skill, Weapon Skill, Toughness, Fellowship, Fieldcraft, Defense.
Starting Skills: Common Lore (Adeptus Arbites), Common Lore (Imperium), Inquiry OR Awareness, Scrutiny OR Awareness.
Starting Talents : Cold Hearted OR Jaded, Takedown OR Disarm, Weapon Proficiency (Melee, Thrown, Basic and Pistol), Weapon Training (SP, Shock).
Specialist Equipment : One Common-craftsmanship Shock Maul, One Common-craftsmanship Combat Shotgun and 3 magazines of standard ammunition, One Ius Automatic w/ Fire Selector and 3 magazines of standard ammunition. One set of Common-craftsmanship Flak Vest, Flak Gauntlets and Gloves, Flak Greaves and Boots. One Arbites Dress Uniform, Three Arbites Overcoat Service Uniforms, One Dataslate. 8 Adjustable Manacles. 1 Flash Grenade OR Smoke Grenade. All melee weapons comes with Mono, all ranged weapons comes with Vox-Operated and Dermprint Loyalty Spirit.
Starting Wounds: 8+1d5
How does all of that sound?
Edited by Fgdsfg