Today a bit of a quick look at the back catalogue, particularly because it is a game I am currently working to update.
https://www.wargamevault.com/product/144009/FiveCore-3rd-edition-Skirmish-Gaming-Evolved
FiveCore was initially an attempt to make a generic version of the core engine from Five Men in Normandy but grew into its own game (and becoming bigger in size than its ancestor at that).
FiveCore revolves around two specific ideas: The first is to reduce the use of dice modifiers. Instead you roll a handful of dice when attacking and look for 1s and 6s. They are divided into Shock and Kill dice, the former replacing the need for morale tests and the latter determining actual hits. The idea is that a single roll of the dice gives you all the information you need: Did we hit anybody? Is anybody running away now? Since results spill over, this works quite elegantly. If I roll a kill and a morale result, the guy I shot at is killed and his nearest buddy is now running away.
The turn sequence is the other part that really catches peoples attention, and occasionally runs into objections. When it is your turn to play you roll a D6. A 2-5 means you activate normally. In the updated version this will be figures equal to the die roll. These can move and fight as you see fit. The enemy can perform reaction fire, which mostly produces Shock dice.
On a 1 you "scurry". This means all of your characters can move, but cannot shoot. The enemy can then countermove if they saw you moving.
On a 6 a "firefight" breaks out. You are stuck in place but everybody gets to shoot, then the enemy gets to respond.
The mechanic is meant to show how at times you do not have complete control over things. Sometimes you want to move, but the battle bogs down in a gun battle or your men spot an opening and you can finally get that exposed group back into cover.
The game offers many more features including solo guidelines and material for campaign play. It is aimed at 20th century conflicts but some alien/magical abilities are included though this is not the strength of the system. Near-future stuff works fine though.
Why not give it a look?