Crimson Dust Science Fiction Wargames Rules

Crimson Dust is a new set of science fiction wargames rules. The author writes:

Crimson Dust (not to be confused with Crimson Dusk) is a sci-fi skirmish game using mutliple D6 rolls to establish the results of shooting moving, etc. Its also a turnless game with players activating models or using a leader groups of models in sequence, being turnless means you can keep activating the same model whilst your opponent for example activates all of their models, as opposed to variations of ‘I go – you go’. This is significantly more detailed game than Crimson Dusk, and has very different mechanics, it been an very exciting project to work on. in addition we’ve been given permission to use some of the art of ‘Juddeski’ who is a young artist known on several forums, his artwork will come to decorate the internal pages of the rule book.

Fast Play Medieval Skirmish Rules

Fast Play Medieval Skirmish Rules are

designed for fairly large-scale skirmishes; up to about 80 men a player. They will do for many periods or settings, so long as troops can be classed into three distinct broad categories of quality. The rules emphasise the importance of sticking together for mutual protection and the value of weapons with longer reach: spearmen can fight in two ranks, pikemen in three. Men in the second rank with javelins can support.
The rules recognise two ways in which figures may be combined, Contingents and Groups. Contingents are real units (e.g. a Contingent of 15 archers from Berwick under their bill-armed vintnar) and are used for organisational and morale purposes in these rules. A good size for a contingent is 32 points. Groups are temporary (sometimes fleeting) arrangements of men occurring in combat situations. Hand-to-hand combat is fought between Groups (which may be as small as one man each) and casualties occur almost at random within the Group

Also, an add-on for leaders and dueling.

Forge of War Science Fiction Rules

Forge of War is a set of free science fiction skirmish rules from Craig Cartmell. He writes that they were born of frustration with the Warhammer 40K rules from Games Workshop.

Paper Tigers World War II Skirmish Rules

Paper Tiger Armaments offers Paper Tigers, a set of World War II skirmish rules. The author writes:

Paper Tigers is designed as an introduction to miniatures war gaming for the beginner. It is intended to be played with paper miniatures printed in 1/72 or 1/76 scale. To that end, the rules are kept deliberately easy to learn. This does not mean the rules are unsophisticated. Players will find that good tactics are generally rewarded. Paper Tigers uses a standard deck of playing cards to generate an interesting and sometimes surprisingly tense turn sequence. Higher value cards allow you to act first, but they are more difficult to successfully use. Lower value cards are easier to use, but with them, you are more likely to act after your opponent.

Most players! initial games are likely to be solo efforts. This does not pose a problem as Paper Tigers is purposely designed to work well in singleplayer games. The card-driven turn sequence combined with other mechanisms that limit player control make Paper Tigers highly suitable for solo play yet still provide an enjoyable multi-player game