Ok folks, I've been doing work on this whenever I have freetime away from work and GF, so it's not as far as I'd like, but I have a great base concept written out. I've used a slight base of the WoD system and altered it in a unique and radical way. I'm still working out weapons, deeper special advantages of weapons & armors, and deeper racial advantages/disadvantages. Then there is psychic powers. I figured it would be best to have a human psyker as a race all its own, as the run-of-the-mill ones tend to be frailer, withdrawn and/or paranoid, and exceptionally wild in random situations. A more proper psyker wouldn't be starting character, but earned through a long campaign, and avoiding black ships.
A little of the pages I've written..
Major Abilities(aka physycal/mental attributes)
Strength, Reaction, Endurance, Intelligence, Perception & Charisma.
--These are the base of your Minor Abilities and pretty much everything else. They all range from 0-5, as 5 is the racial maximum for all playable races. Equipment, psychic powers, and possession can pass these, but never the base score. You start with a given amount of points to disperse through those 6 abilities, depending on your character.
Minor Abilities(aka skills/talents/abilities)
Alertness
Armed Combat
Athletics
Computers
Demolitions
Diplomacy
Dodge
Empathy
Imperial Law
Intimidate
Leadership
Medicae
Unarmed Combat
Pilot
Ranged Combat
Repair
Security
Stealth
Subterfuge
Warp Knowledge
There is an amount of points dedicated to these 'skills'. Minor abilities work different than WoD, in that the character has every skill, but must BUY IN to that skill to avoid harsher difficulties and failures. All of them are derived from two major abilities and are given a base score according to the division of the two. Halves aren't disregarded and instead grant a +1 to a single die roll per pool. Specialization is possible by buying into a skill twice. Difficulties and failures are reduced doing this with a particular weapon or during a particular task.
Combat is essentially the d10 normal. That's what I'm working on at the moment, i.e. working abilities into the scheme and how initiative and rounds should change if necessary.
Weapons and Armor are going to be fairly simply in combat implemention, but each will have special abilities regarding its type. Power weapons use "Powered" which causes burst damage on impact and ignores armor bonuses, and Chain weapons use "Rending" which causes deep wounds and excessive bleeding. I'm still working on these heavily as well.
Backgrounds. Fairly unchanged but adding and removing a few.
Virtues. They are different in implementation from their WoD counterparts, as is the removal of Conscience and addition of Faith. Willpower is changed to Fate and worked in a few different ways.
I've done very little with psychic powers an playable races, but an Imperial Human is complete. They pretty much get a few basic skills as Bought In, one having to be Imperial Law.
To be real, Ceramite Armor is rediculously powerful and making it less powerful would shame it's capabilities. An Astartes is near-impossible to beat one-on-one without getting a huge drop with powerful weapons.
-Khaine-