Sci-fi Skirmish Rules ... Attempt #17 ... Design Principles

Time for another attempt at skirmish rules!

Just looking for a good, fun game. No need to worry about commonality of miniatures or rules, as I'm no longer interested in catering to the pick-up gaming crowd.

Good ideas from games I've played or read. I'll try to include similar ideas if they're playable.

  • Assuming models have military training and don't act like idiots (Force on Force)
  • Interleaved activation or reactive activation, not I-go you-go. (FoF, Infinity, Dust, A&A)
  • Snap-to-cover (MERCS)
  • Rolling a bunch of dice (40K)

Bad stuff from games I've played. I'm going to avoid these.

  • Identical models that are just wound counters (all GW games)
  • Models that do nothing but increase a stat or order range (Infinity)
  • I roll a bunch of dice, and you roll one and cancel everything (all GW games)
  • Rock-paper-scissors (many games)
  • Models that just plain suck ("mooks") (all GW games)

Stuff I'll avoid ... these might be good but it's not the flavor of the game I want.

  • Crazy combo-based gameplay (Warmachine)
  • Base weapons have very different stats (Warmachine, some GW, some A&A)

Principles:

A skirmish-level game which takes place aboard a spaceship, space station, industrial facility, or urban center ... operations in built-up terrain.

Minimum four figures, maximum twelve figures. Any larger scenarios are handled using reinforcements.

No vehicles or vehicles are only props. For example, a downed transport or destroyed convoy.

All models are character models. No models are mooks. Figures with identical poses are not allowed. Any 28mm+ sci-fi figure can be used. WYSIWYG.

Models can activate independently or perform combined activation when in shouting distance (3").