I think a barrier to entry for 40krpgs is the rulesets can be hard to grasp compared to more popular rpgs.
I was thinking about making a homebrew system that uses the current edition of wh40k for combat but on the individual level with 2 changes.
1 - player wound count is doubled from the 40k data sheet they're using
2 - alternating activations.
There would be more tweaks but the goal is to keep combat as close to the main game as possible.
For rp I want to steal Lancer's system where the players decide on things their character is good at (say 3 to start with) which gives them +1 to their role whenever they do that thing like hacking, persuasion, investigation, etc. Lancer calls these "triggers".
>how to handle leveling up
The Codices and 40k's crusade system has most of what you need from the combat perspective. When a player levels up they get to pick an enhancement or crusade battle trait/honor for that level and they can also increase the level of one of their "triggers" or add a new one. Or maybe they need a keyword for one of their stratagems that they cant use because it's supposed to be for another unit, they can add that keyword if it makes sense for their character to do so.
I also wanted to add another leveling system on top of the character level. The squad level. Because people will want to play with different codices / factions, it makes sense that their squad will be incohesive at first. When the players' squad level goes up they get squad level perks. Things like allies count as part of your army for purposes of stratagems or abilities, or when more than one player is engaged in roleplay at the same time they get +1 to their RP rolls for each player participating. stuff like that. Basically as the squad fights and role plays together they get better fighting and role playing together.
The point is to keep things simple where all they need are the books they already have and the homebrew doc.
What do you guys think? Is it a dumb idea?