No, not published yet but I'll have something soon.
I do have the miniature and board game initial versions done for tank-tank combat only. They differ only in the movement system. Since I've finished the play aids and data cards, I just need to complete the instructional videos.
The rulebook will be 60 pages with a 4-page quick start. I'm considering putting the rulebook online as "living rules" as other companies have done. This way I can make updates and changes which are inevitable and not have to sell updated versions every few years. Without the unit data cards and other play aids you can't play the game.
The game is on the same level as GMTs games such as MBT and Panzer and the old Yaquinto series. I had a choice of a small data card and multiple QR charts or a larger data card and one or two QR charts.
After playtesting it was agreed to use an 8.5x11-inch data card. This allows each vehicle data card to be customized without needing to look up multiple modifiers (I hate that). It has a rather large footprint on the table but eliminates other QR charts.
Each data card will have a QR code to bring up a short instructional video for that section so you don't need to refer to the rule book in the middle of the game (something else I hate). It has all of the steps to go through and modifiers for gunnery, damage, armor values for four aspects, action times for shooting and reloading, and critical hits. That's the reason it's so large.
OODA Loop: The big difference in the system is that as soon as you shoot (Act), you naturally loop back to Observe the result and immediately issue your next order and how many turns it will take to execute (Act). The data card has all of the historical options (shoot & scoot, shoot again at the same target, engage a new target, etc) and how to perform them. This ensures that new players have all of the options available to them.
Here is a portion of the data card:
The timing values (turns/seconds) have a tan background. The player rolls a D6 to determine which one. Why? Because orders to shoot and reload do not magically happen immediately, it takes time.
Snap Shot: On your first shot only, the player can subtract from 1 to the total amount to shoot earlier in an attempt to shoot first. However, there is a +100m accuracy penalty for each shot. So if he decides to shoot 3 turns early at a target 600m away he uses the hit# at 900m. Real gunners made the same choice. This allows the player to take a risk for a reward.
Precision Aim: If close enough (normally 400m) the player can adjust his hit location die roll to target a weak spot, avoid a ricochet, or roll on the critical hit chart.
I'm finishing up an intro 2-page rule set to replace the traditional IGYG, movement, initiative, and activation game mechanics. You can use whatever gun and damage or other systems from your favorite game.
contact: treadheadgames@g----.---
Wolfhag