yeah, I know all about moving house, can be a real pain
The rules look good, and here is some input, should you choose to use it.
It is not meant to criticise, only to give another insight.
A figure may only run if it has nobody in LOS. With this rule gameplay is slowed considerably: It would be nice if a figure could choose to sacrifice its shooting phase and instead of shooting at an enemy use the run move to get into close combat. He also sacrifices his right to shoot its pistol that way, but if he runs into Close Combat after the charged figure had its shooting phase... Well, that would be very nice if the charging figure is a Close Combat specialist of some sorts.
Figures do not block line of sight. But if they did, then you could play missions where one party has to escort some dignitary of the table edge or to a waiting dropship. Figures could aslo be used to shield a mechanic who is trying to dismantle a bomb or other device.
The Player must declare all his Retinue's targets before checking that they are in range.
Why not working from figure to figure? If you want to nail a very armour heavy figure you have to choose to let the entire party shoot at him. Would be a pity if it turns out that target figure was nailed by the first shot.
The section with figures standing in hard or soft cover and them being unable to shoot or be shot at gave us many a headache. The 40K/Necromunda rules for cover are perhaps better suited?
4.1.6.: Knock Down.
The use of the modifier to Armour types was and is a nice touch, but it will make it easier for a scantily clad lady to recover from a knock down than a Power Armour wearing Captain of the Space Marines. This one is a bit difficult to solve however...
4.2: Psyker Powers.
Only allowing the Powers to be used before or after movement limits the kind of powers that players can create. And how much do the Psyker Powers cost?
Some figures could have implants to improve their Ballistic Skill?
Maybe split bionics so the player could choose to inrease either FV, SV and/or Armour?
4.3.13: Iron Discipline:
No player is ever going to pay five points for that ability. It only downgrades the retinue. A player should earn himself five points for taking the ability.
4.3.15: Nose for trouble:
It is hard for the advisor to give advice if he is 20" away from the leader; so the leader should not be able to benefit from the roll bonus. Maybe only applicable if within a limited number of inches separate?
In short, the sniper can shoot trough walls? This rule makes it almost possible for a sniper to take down another figure each turn, without any fear for his own life: another figure cannot sneak up on him, as the sniper shoots trough walls.
4.3.19: Strange ally.
This rule is countermanded by the mention at the beginning of the rules that recruitment can be inter-retinue.
4.4.1.: Jump Pack.
The landing condition are to harsh: many terrain in 40k/Necromunda-esque terrain are ruins and rubble. It would mean that the figure wearing a jump-pack almost always has to check twice.
I've skipped the vehicles section,
as these are the same as the original rules. They do not work.
The points cost for the example vehicles is also still wrong.
BUT MOST IMPORTANT:
all mathematics examples concerning shooting and melee are still incorrect!
The rules say that you have to equal or exceed armour Value.
The maths says you have to exceed.
This was never clarified in the ITEN rules.
So, in order to hit an adversary,
does one has to "exceed" the Armour Value,
or to "equal or exceed"?
A lot of work you showed us here Jodrell.
It is greatly appreciated.
Everything for the betterment of an already GREAT game!