I'm developing a skirmish ruleset based on the 40k RPG system (Dark Heresy et al.). The purpose is both to facilitate mass combat within RPG sessions with miniatures, and create an independent skirmish ruleset for 40k miniatures (though why not to others as well?).
The system is D10-based. Statistics for troops are derived from the RPG books themselves.
Here's what I have so far before the Christmas break:
40k RPG Miniatures game
Stat conversion:
Divide by 10 and round down to get the "ability bonus" for the following stats and skills (minimum 1):
Ag, WS, BS, St, To, Pe(rception), WP, Wo(unds), Co(mmand),
Other Stats:
Att(acks) = Equal to rank in Attack Talents
Fate: Heroes only, spend to activate unique abilities, re-roll a personal roll (not damage), or negate 1 hit.
Arm(our): A rough average of the AP on each body part according to their hit chances.
Example statline:
Imperial Guardsman
Agi WS BS Str Tou Per Will Wou Com Att Arm Fate
3 3 3 3 3 3 3 1 2 1 3 0
Nerves of Steel (Re-roll failed Pinning test)
M36 Lasgun (Range 50", Str 3 Pen 0)
Space Marine, Devastator
Agi WS BS Str Tou Per Will Wou Com Att Arm Fate
4 4 4 10 8 4 4 2 4 1 9 0
Astartes Bolter (Range 50", Str 9, Pen 4, Tearing (may re-roll wound rolls)
Actions:
A unit can make two actions or one full action on its turn.
Actions include:
Sneak (Agi value)
Move (double the Agi value)
Shoot
Attack
Full Actions include:
Run (Quadruple the Agi value)
Charge (triple the Agi value followed by a melee attack with +1 to hit)
Aimed Shot (Ranged attack with +1 to +2 to hit depending on the weapon)
Concentrated attack (Melee attack with+1 to hit)
Suppressive Fire
Shooting:
Weapons have one or more firing modes from the following list:
Single (Single shot capability)
Semi (Semi-automatic capability, target unit receives 1 extra hit for every +2 the hit roll beats the target number. For example: the target number is 3, the hit roll is 1. The target receives 2 hits instead of one.)
Auto X (Automatic fire capability, where X represents the number of dice the weapon can make when firing with automatic fire. There is normally a -1 penalty to hit for automatic fire. Each die can produce extra hits similar to semi-automatic fire.)
Wounding: Str+d10 vs Tou + (Arm-Pen).
Fail to beat: no effect.
Beat by 1-5: figure knocked down. Half action to stand. Previously knocked down figures suffer a wound.
Beat by 6-11: Suffer a wound and knocked down as above.
Beat by 12-17: Suffer two wounds and knocked down as above.
ETC.
A roll of 1 never causes a wound. A roll of 10 lets you roll another D10 and add it to the result. If followed by another 10, roll another d10 and so on.