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In our group, we use:
Roll of a 1 triggers an Ammo Roll rather than a 6, representing the classic 'critical failure'.
Granted, with the original rule, the shot(s) still hit and in ours, it doesnt but i never liked the way you where penalized for rolling well.
No House weapons lists, all weapons are available unless rules state otherwise (ratskins, scavvies etc).
If you fail an Ammo check with a shotgun, you only lose the ammo option you where using. If only using solid/scatter, the weapon is out.
What do you use?
Everyone may hate to hear this, but we pick our Skills. We still roll on the advances chart, but if we roll a Skill advance, we just pick.
We also go with the Roll-a-1-Ammo-Check.
One guy has an Ork gang and we did a hodgepodge of rules for them. Some I thought was nice was that they are required to be Goliath, their BS was reduced by 1 except for Juves, and their Toughness was increased by 1 (except for Juves).
I think picking skills with the standard rules is a bit too powerful.. there are just certain combinations which are ridiculous compared to others. Who is ever going to pick 'head butt' for example when you could get another 'medic' or 'rapid-fire' or reliably put 'weaponsmith' or 'bulging biceps' on a heavy. That said, I'm in favour of allowing people to choose when they roll a WS/BS result, to avoid 'weapon skill and marksman' syndrome.
It's not exactly a house rule, but I would only ever use the experimental V2.0 skill sets. It balances the skill sets marvellously in most cases. Even muscle is worthwhile and techno is far less godly while still being useful overall, only shooting is still a bit overpowered, but not unforgivably so. It also fixes the problem of having the key heavy and leadership skills embedded in other skill sets.
House weapon lists were quite poorly implimented so I've never paid them much heed, especially since they no longer apply after the first game.