Overkill covers psychic powers; movement, terrain; close combat; ranged combat; psychology; morale and basic rules for buildings. I've tried to keep this as focussed on the main mechanics of the different sections as possible, as I hate having to go through page after page, trying to find the information I want. But, there are separate PDF's included that cover specific areas of warfare and are add-ons to the main rules:
Klostraffobik – Deals with smaller forces fighting in confined spaces, such as ruins. There are even more detailed rules for tunnel fighting in my Fallen Angels skirmish rules though.
Apocalypse Alley – This is a set of rules for “modern” seige warfare.
Blood And Sand – These rules for beach assaults from landing craft.
Death From Above – These rules are for planetary invasion from the point of view of the actual assault troops.
On Wings Of Fire – A set of rules for aerial combat including dogfights and ground support.
There are tables and sets of cards to create a more realistic sense of the chaos of war:
Orders – Tasks set by High Command that you have to carry out. They give various points that decide who wins the battle.
Events – Random things that may, or may not, happen each turn.
Psychic Powers – Can your psychic really do that? Ouch! That looks messy.
Vehicle Damage – You hit the target and this table tells you what happens.
Weapon Effects – You fire your huge cannon, but is that shell a dud?
Toxic Hazards – What's that weird cloud? Did his face just melt?
There is a separate PDF of ideas for figure specifications, weapons, equipment and skills. There are some thoughts for scenarios and a short campaign based on actual events on the Eastern Front of WW2. Plus you get some blast and flame templates.
Overkill is available from my shop www.1poundrules.website for £1.