House rules

Character generation

A player may choose to create their character using either the standard method of generation, or the “point allocation” option on page 39 of the rulebook. An additional option for character creation is to simply start with the maximum amount of wounds at the cost of only starting with 1 fate point, instead of having to roll for either. If the player opts to go with the randomly rolled method of generation, then all die rolls must be done “in front of” the GM, or documented somehow using an online dice roller.

Do regimental benefits apply to Ogryns, Ratlings, Commissars, Priests, Storm Troopers, Psykers, and Tech Priests?

The rule book isn’t clear on this, but I’m going to rule “yes.”

Comrade advances

The rule book is not clear whether or not any purchased Comrade Advances only apply to one comrade until they die, or if it applies to all comrades your character will get no matter how many die. I’m going to rule in favor of the latter, reasoning that a Comrade Advance is your character building a rapport with each comrade they get and training them in how to work better as a team.


I’m really flexible when it comes to demeanor. I look at them as more a guideline for roleplaying than a hard and fast rule. If you want more than one demeanor, simply tell me which ones you want and if I think they’re reasonable and compatible, I’ll let you have them. If you wish to change your character’s demeanor in the middle of the campaign because of how the roleplay has been influencing him, just let me know what you want to change it to and why.

NPC critical wounds

I am invoking a rule from Dark Heresy, page 201: Sudden Death Critical Hits. NPCs who exist for the sole purpose of combating the PCs and likely dying will probably be killed when they run out of wounds – no rolls on the critical chart. This is to keep gameplay from slowing down, rather than tracking all the individual critical wound effects for a pack of Gretchin. All PCs will use the normal critical wound tables as usual, as well as important NPCs.

Game time

I will generally aim for each session to last about 4 hours.

How experience is awarded

I will be using the abstract method as explained in the core book: A session of 4 real time hours is worth 400 experience. Therefor, 1 hour = 100xp. So it is going to be very important to show up to a game on time and remain for the entire length of the session as it will factor directly into how much experience I award you at the end of the session. Every minute you are not present at the game by my Windows desktop clock will be subtracted from the experience awarded at the end of the session.

Also, bonus experience will be awarded for extensive roleplaying without being prompted to do so.

Character bios

Detailed character biographies are not required, but you will be rewarded bonus experience for taking the time to write one out and posting it to your character page here. The amount of experience awarded varies depending on quantity of material written with an eye towards quality as well. Character bios may be completed or added to at any point during the campaign – simply notify the GM of any changes you made, they will be reviewed, and then additional experience will be awarded to your character (up to a certain limit).

House rules

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