Greetings, I'm creating a RPG style Warhammer 40k Space Hulk RPG for my Real Life group of friends with the direct intention of making battle both fast paced and tactical, in addition to delving them into the  dystopia Universe of Warhammer 40k. Thus, I'm looking for players to go through the first mission (Entering the space hulk) to ensure that there are no grandiose flaws to my system. As this is Space Hulk, the intention of entering the gigantic ship is to find relics and ancient technologies. Players will be playing Space Marines battling whatever vile demons or vicious orks that await for them inside the planet sized ship. As this is an RPG, players have a lot of choice on their characters, especially in the beginning when they are choosing their load-outs. Each player can choose three pieces of  weaponr y  and/or equipment , a single side arm,  as well as a single perk .  In addition, Each player chooses their level of Armor . Armor will reduce incoming damage , as well as the amount of actions you can take per turn . Out of Four possible Action Points , you can have at least three of them be used on improved armor. (This does not include upgrades from perks or equipment) I don't want to overload you on rules and potentially scare people off, so if you are interested in joining , you can take a look at the items and perks below and leave a post saying you are interested, and then PM me your Skype account (If Available). T his is HomeBrew, so if you notice an important item of the Imperium missing, feel free to post it. (But remember this is Space Hulk, and we have the intention of finding better and more rare weapons. So don't demand a teleport pack) Lastly, to ensure a level of co-ordination among players, while not letting you Min-Max as a group, when you post your interest in my game, please use One word or up to Four Syllables to describe the kind of class you intend to make. That way, if someone says "Medic Tank," You know they are going to get Medical Equipment, as well as a lot of Armor. _______________________________________________________________________________________________________________ Weapon & Abilities & Equipment Name - Number of shots fired - 1 or 2 handed - Range - Damage - Supply - Clip Size - Specials Side arm (One free) Bolt Pistol - Single shot, one handed - Mid range - low damage - low supply - 5 - Plasma Pistol - Single Shot - one handed - close range - low damage - low supply - 10 - penetrates armor, Chargeable, Vent 3 Combat Knife - One Handed - Close Range - Low Damage - Infinite Supply  Tactical Bolter - Double Shot - one handed - Close-Mid range - low damage - High supply - 10 - Stalker Bolter - Single Shot - One handed - Mid-long Range - Low damage - High Supply - 10 - Plasma Gun- Single Shot - One Handed - Close-Mid Range - Low Damage - High Supply - 20 - Penetrates Armor, Chargeable, Vent 5 Vengeance Launcher - Single Shot - Two Handed - Mid range - low Damage- Medium Supply - 3 - Close AOE damage, Require detonation (Free Action) Melta Gun - Single Shot - Two Handed - close range - low damage - High supply - 10 - close aoe Assault Chainsaw Sword - One Handed - Melee Range - Low Damage - Infinite Supply - Deals greater damage if used on one target consecutively.  Power Axe - One Handed - Melee Range - Medium Damage - Infinite Supply Thunder Hammer - Two handed Melee weapon - Medium Damage - Infinite supply - Small AOE (Will harm User) Heavy Heavy Bolter - Quintuple Shot - Two Handed - Close-Mid Range - low Damage - High Supply - 50 - Incinerator - Single Shot - Two handed - Close Range - Medium Damage - Medium Supply - 5 - Medium Aoe  LasCannon - Single Shot - Two Handed - Medium-Long Range - High Damage - Medium Supply - 5 -Armor Plasma Cannon - Single Shot - Two handed - Close-Medium range - medium damage - low supply - 10 -penetrates armor, close aoe, Chargeable. Vent 5 Equipment Jump Pack - Hands Free - Allows movement in the Up direction (Must land by round end) - Medium supply Teleport Homer - Hands Free - Allies can transport to within melee range of you as an action. (Must be medium Range or under) Tactical Readout - Hands Free - Enemy health are displayed. Medical Equipment - One Handed - Melee Range - Restores 50% health - High Supply Sub-Space Communication Relay - Hands Free - Allows communication between sub-space channels. Ignores disruptions. Cutting Torch - One Handed - Cuts open doors and panels. Grenade - One Shot - One handed - Close-Medium - High Damage - Low Supply - Medium AOE Flash Bang - One Shot - One Handed - Close-Medium - No Damage - Low Supply - Large AOE, Causes Temporary Blindness (Save Ends) Stim Packs - Targets Self - Hands Free - low Supply - Increases melee damage, reduces damage taken (additional armor), restores 75% health - Low Supply Iron Halo - Additional Armor Perk Equipment and Armor Perks      Reactive Armor - Armor releases a blast when struck in melee, returning a low amount of damage to the attacker.      Versatility - Can hold one additional weapon or equipment.      Favor of the Armory - Doubles amount of Grenades, flash Bangs and stim packs that you can carry (and receive at start).      Feel No pain - Reduces damage from Melee and explosions as though you had additional armor.      Impenetrable - Reduces Damage from Ranged attacks, as though you had Additional armor.      Veteran - Chosen weapon or equipment becomes a relic (Gains random Property).      Targeter - Reduced penalty for firing outside weapon's range or shooting through aesthetic cover. (Reduced by Half)      Lightweight Armor - Increases movement speed by 2 squares      Cunning - Doubles the penalty for firing outside weapon's range or shooting through aesthetic cover for enemies firing at you.      Slight of Hand - Switching weapons can be done as a free action.      Ghost - You can make movements without making noise. __________________________________________________________________________________________________________________ Thanks for reading, I hope we can all die together for the god emperor.