It looked to me like 40K in D10. Which are the main points of this ruleset?
Well my intention wasn't that it should be that, but be something quite different. In comparison to 40K:
* Leaders aren't the superheroes of 40K that can take on whole armies almost by themselves; but instead they are mainly to provide expertise and morale bonuses
* a morale system that works, rather than is ignored by half of the models or has little effect as in 40K.
* no adding or subtracting modifiers from the dice rolls (well, this isn't entirely true, the only place where it does happen though is leaders adding their command bonus to a troops own morale, this is mainly because I've not come up with a mechanic that works better at the moment), this is in order to make things hopefully quicker and easier to grasp
* Many other sci-fi rulesset either have limited army selections (the only army lists available are those that the company produces models for, ie 40K, AT43, Infinity and so on) or have limited options (either in profiles, equipment or abilities) that means that many forces are essentially very similar.
* As a result I wanted a rulesset that was very flexible, allowed you to create our own forces with a great deal of customisation built in.
* taking a bit of inspiration from FoW so that better troops were harder to hit than lower quality troops.
* quick and simple mechanics that allowed for a fast game, but also gave a reasonable level of detail to the game
* An initiative system, so that the 'I go you go' mechanic where the player who has the first turn gains a significant advantage didn't affect things too much.
I hope that helps. What made you feel it looked like 40k in D10? I'd be interested to hear as that wasn't my intention at all. If it does feel like 40k, then its most probably like the old Rogue Trader edition, than any of the newer editions where the mechanics are pretty different even if the profiles are similar.
Dijit