Hi there. Can't believe I've only just come across this website...
A friend and I too continued playing the old Epic Space Marine rules, tweaking them where we could. But there were so many problems at the core of that rule set that I eventually decided to try something else. Didn't really wanna play Epic 40K as we had too many models we could no longer use. Had a look at NetEpic, and while there are many good ideas in it and it cleaned up a lot of errors I found that it added even more rules than before and fried my brain a bit. I wanted something fast, easy and punchy that could be played fast like Epic 40K but still retain the feel of the old Epic Space Marine. So a couple of years ago I bit the bullet and decided to try and write my own rules. I've been influenced (ie stolen bits he he) by NetEpic and Epic40K, but here are some of the other things I'm trying:
The main changes I've made are to the shooting rules. I never understood why some weapons of the same kind would have different ranges or modifiers depending on which models they were mounted on. And I never really liked how the shooting stats of pretty much all the basic foot troops was exactly the same (hitting on 5+ with no modifier).
So what I've done is standardize all weapons so they always have the same stats, and the troops shooting them all have different to hit rolls which have in general been copied from 40k. eg Marines hit on 3s and Orks hit on 5s.
I've also removed the saving throw and saving throw modifier system and replaced it with an armour versus armour penetration system.
The armour ratings are these:
1 : Light infantry
2 : Heavy infantry
3 : Special command units, cavalry and light vehicles
4 : Normal vehicles
5 : Heavy vehicles (eg Land Raiders and Daemon Engines)
6 : Super Heavy (including Titans)
Then each weapon has an armour penetration rating of 1-8 depending on how powerful it is. The saving throw is then worked out by cross referencing these two statistics, and will always be 4+ if the AP is the same as the armour, and it goes up or down if the penetration of the weapon is stronger or weaker than the armour. I like this as it means a lot of weak weapons like lasguns have no chance of damaging things like Titans, which I really hated in the old rules. And basic foot troops would now be much more varied.
To make the game much faster I've also really simplified Titans, getting rid of all their hit location templates and giving them a damage capacity, like Epic 40K.
Like someone mentioned above I've changed psychic and special attacks so they are used at the same time as the model fires. That whole psychic phase was a load of pants lol.
I've stripped out a lot of fluff like a lot of special rules to make it go faster, but some cool things have been added to make the game a little more similar to 40K. These include move-or-fire heavy weapons for infantry, rapid-firing weapons (if the unit is on first fire), deep strikes and Daemon summoning (essentially deep strikes but need to be near a Champion or Greater Daemon), and the option to field Space Marine units without their transports, so you can use them for deep strikes or rapid deployment in thunderhawks or whatever. I like taking a devastator company without rhinos and sending them into battle in a land raider company. Eat it alien scum!
Reading above what someone said about initiative, I realise now I've never really thought about it, and it does seem like a huge advantage. I like the idea of alternating moving units, but haven't used it yet because if the player with the initiative has less units then the other player is always gonna have the later moves anyway and still possibly get an advantage I guess. I suppose there is always rolling for initiative on the first turn and then automatically alternating each turn to make it fair. It's something I'll have to lose more grey cells thinking over...
Anyway our rules wouldnt be for everybody, as a lot of detail has been stripped out, especially Titans (eg no boarding actions any more on the Imperator and Mega Gargants: you fight them in combat like all other Titans - if you're a raving nutter and wanna see all your troops die that is) but I'm really liking the feel of them so far. The main problem is working out points values for all the units, and I have a scary looking spreadsheet with crazy formulas that does that at the moment. It all seems to work a lot better than it probably should. The main problem is balancing Tyranids with their strange way of collecting victory points, but we're getting there.
At the moment I've only worked out rules for models and units me and my friend have, but I'm hoping to add all models eventually, old and new, as well as from other 6mm games. I'm currently eyeing up the Andrayada from DRM as a possible new force.
I've only pulled my finger out and done a report once and
it can be read here, and the rules have come on a bit since then...