The Cthulhu Skirmish game from Warpspawn is designed to be played on a chessboard with miniatures. Each figure represents one man or monster. I also think that it would be easily adaptable to playing as a more traditional miniatures game.
rules
Kryomek Science Fiction Rules
Scotia Grendel now offer their classic Kryomek science fiction skirmish rules as a free download.
Coal And The Kaiser
Coal and The Kaiser is a set of “low to moderate complexity” rules for surface naval combat in the 1904 – 1918 era. The author writes:
This is a game of low to moderate complexity portraying tactical naval combat in the period from 1904 through 1918. While it will not yet you play Jutland in a day, it will let you play some fairly large actions reasonably quickly. It uses a scale of 4 minutes to the game turn and 1000 yards to an inch on the playing surface. The rules focus on big ships and big guns: battleships (and particularly the Dreadnought-type battleships that began service in 1905), battlecruisers and armored cruisers. Rules for smaller ships are meant to facilitate fast play and authentic tactics. I consider the rules to be at the beta test stage; I’ve tested them myself over a period of three years, and have started to play test them with others face to face.
Bekaa Blues Modern Micro Armor Rules
Bekaa Blues is a set of free wargames rules for 1/285 micro armor battles set in Lebanon in 1982.
Shields and Blades Dark Ages rules
Shields and Blades is a set of free wargames rules by Jackson Gamer Eric Wood. It is designed as a “squad level” game, with each casting representing 10 to 15 men.
From the introduction:
Overview
This rule set is a squad-level scale using side move / countermove system. The rule set has opportunity fire (with both standing and moving fire). Since these rules are not skirmish level, the shield facing and facing of the castings is not a problem.Squad Scale
This rule set deals with each casting representing a squad of a fifteen men rather than tactical or grand tactical scales. As a result the formation and movement rules are very fluid and the distance ranges might seem wrong to some one, until they realize that the battles are “zoomed in”.
Since we are not skirmish level, shield facing and facing of the castings is not a problem. One can do a skirmish level game with these rules easily by worrying about the shield facing and increasing the weapon 3” and movement ranges an additional d6”.Scale
1:15 thus 1 casting represents 15 men. 1′ = 120 yards, 1″ = 10 yards. Time frame is 1 minute. 2 fire phases. Infantry unit has 180 men; cavalry has 90 riders and 90 horses. Minute walk moves 1’ (12”).
Infantry base is 3/4″ x 3/4″. Assume each infantryman wants 4′ front x 7′ back. Fits 15 castings with 5 along the front and 3 ranks deep.