We use a heavily modified Only War system. The modifications can be found in the linked oneNote above. Just click on the link and you can view it. It works like this: "Unless noted otherwise in the OneNote, the Only War rulebook(s) apply."
We have a dedicated rule_discussion discord channel for quick question-answer - which often result in additions to the OneNote. You will find me very open to discuss and adjust things. Have an idea for a cool "class"? Ask and I'll consider making one!
General goal of the modifications is to:
- fix errors, oversights or weird balancing (one example: weapon expertise/mastery as introduced in Hammer of the Emperor is only available for some weapon classes and varies wildly in usefulness)
- Encourage teamwork. Spend fate to rescue nearby allies. Training Special skills, mechanics that greatly reward cooperation
- Replace most absolute or binary rules by gradual/numeric variants, thus allowing for more variety and combinations. (E g. Sharpshooter talent and telescopic sight both remove range penalties. But surely a sniper using a scope is superior to one using iron sights? So instead, both scope and talent now simply reduce any range penalty by a certain amount. There, now you can combine both.)
- more choices during play and combat in particular (be it by introducing new actions, new or reworked classes, allowing combinations of some actions, new talents, cooperative talents, additional effects and triggers, etc)
- changing stuff that made my brain itch ("that's not how this works - at all!"). In particular this was the case for explosives, shotguns and flamers but also shooting in general (it makes no sense whatsoever that it is harder to get an initial hit with burst/full auto compared to single shot - so it simply for "balancing" which should therefore be achieved in another way)