House rules

List of house rules, not complete:

- There is such a thing as 0 Degrees of Success or Failure

- Requisitions are maxed at 3 items (or batches of items) per mission.

- Fire Bombs do not have pen 6, they have pen 2

- Standard attack is unmodified WS/BS, not +10

- Semi auto and full auto are at +10 and +20 respectively and full actions

- Psychic powers and gear can be imported from other 40k modes/supplements

- Cover changed to that resembling Savage Worlds: wall, peeking around the corner of a building, etc). - Fall damage revised:
 * Light Cover: Characters subtract 5 from their BS rolls if half or less of their target is obscured
 * Medium Cover: The penalty is increased to -10 if more than half of the target is hidden from view.
 * Heavy Cover: The penalty is -20 if only a small part of the target is visible (prone beside a tree, behind a high
 * Cover is only destroyed when a need arises, no retardo "cover hp tracking".
 * Cover grants a small AP bonus to hidden bodyparts, say on a scale of 1-5 depending on material.
 * Called shots against limbs in cover have stacking penalties (-20 called shot penalty + cover type penalty).
 * For each metre fallen, you roll 1d5 fatigue and subtract your TB.
 * Should you get fatigue exceeding your TB, you roll falling damage as normal (d10+[m fallen], ignores armour)

Talents

 * Weapon specialists Hail of fire is free action, but can only be used in conjunction with semi or full auto fire.
 * The "Stabilise" comrade talent now gives +1 DoS on a successful semi/full auto burst.