| DRAWING (1st phase weapon is drawn only) |
|
| Waistband, front | -2 |
| Hip holster | -4 |
| Coat pocket (same side) | -5 |
| Cross-draw hip | -6 |
| Shoulder holster | -8 |
| Shirt pocket | -8 |
| Pants pocket (same side front) | -10 |
| Shoulder sling | -10 |
| Waistband, back | -12 |
| Pants pocket (either side rear) | -12 |
| Neckband | -14 |
| Pants pocket (opposite side front) | -14 |
| Ankle or Shoe holster | -16 |
| Other | Admin's Judgement |
| AIMING | |
| Normal | 0 |
| Hipshooting | +10 |
| SURPRISE FACTOR (1st Phase Only) | |
| Giving opponent the first move | -3 |
| Shooter surprised (including target appearing suddenly in the field of vision) |
-5 |
| Shooter completely surprised (returning fire from above, behind, or sneak attack) |
-10 |
| WEAPON SPEED | |
| Very Slow | -10 |
| Slow | -5 |
| Below Average | -3 |
| Average | 0 |
| Fast | +5 |
| Very Fast | +10 |
| SHOOTER'S MOVEMENT | |
| Walking | 0 |
| Crawling | 0 |
| Running | -20 |
| Running and Dodging | -25 |
| In or On Moving Vehicle | -10 |
| Wading | -5 |
| MOVEMENT OF SHOOTER | |
| Stationary and prone | 0 |
| Walking | -5 |
| Wading | -5 |
| Crawling | -10 |
| Running and dodging | -30 |
| Running | -20 |
| Vehicular Movement | -10 -1 per mph |
| Drops Prone | -20 |
| MOVEMENT OF TARGET | |
| Walking | -5 |
| Wading | -5 |
| Crawling | -5 |
| Running and dodging | -10 |
| Running | -10 |
| Vehicular Movement | -10 -1 per mph |
| Drops Prone | -5 |
| WOUNDS | |
| Character firing is not wounded | 0 |
| Character firing is wounded, but Life level is more than 1/2 normal | -5 |
| Character firing is wounded and Life level is 1/2 or below | -20 |
| MISCELLANEOUS | |
| Weapon at rest on solid object (not possible the phase weapon is first aimed at target) | +10 |
| Second consecutive shot by one character* | -10 |
| Each additional consecutive shot by one character* | -10 per shot (cumulative) |
| Shooting with the wrong hand with left hand if right-handed, etc.) | -10 |
| Shooter wounded in gun arm/hand | -5 per injury point |
| Firing two weapons | -50 |
| Hipshooting | -10 |
| Target obscured (50% or less of target is visible or prone) | -10 |
| Using gyrojet ammunition | +10 |
| Note that if at any point a character takes a "steadying phase" all consecutive shot penalties revert back to zero. | |
| (Character firing more than one shot per turn with certain types of weapons must take additional penalties.) This table includes the -10 per shot per turn, but all other modifiers are cumulative with these.) | ||||||||||
| WEAPON TYPE | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th+ |
|---|---|---|---|---|---|---|---|---|---|---|
| Automatic: | 0 | -11 | -22 | -33 | -44 | -55 | -66 | -77 | -88 | -100 |
| Submachine: | 0 | -11 | -21 | -31 | -41 | -51 | -61 | -71 | -81 | -91 |
| Semi-automatic: | 0 | -11 | -21 | -31 | -41 | -51 | -61 | -71 | -81 | -91 |
| Pump-action: | 0 | -11 | -21 | -31 | -41 | -51 | -61 | -71 | -81 | -91 |
| Weapon Type | PB (Point Blank) | S (Short) | M (Medium) | L (Long) |
|---|---|---|---|---|
| Pistols | 1-3 ft. | 4-50 ft. | 51-600 ft. | 600-3000 ft. |
| Rifles | 1-3 ft. | 4-50 ft. | 51-600 ft. | 600-3000 ft. |
| Assault Rifles | 1-3 ft. | 4-50 ft. | 51-600 ft. | 600-3000 ft. |
| Submachine Guns | 1-3 ft. | 4-50 ft. | 51-600 ft. | 600-3000 ft. |
| Shotguns | 1-3 ft. | 4-50 ft. | 51-300 ft.† | |
| Submachine Guns | 1-3 ft. | 4-50 ft. | 51-600 ft. | 600-3000 ft. |
† Range modifier for all shotguns at meduim range is as follows: At 51-150 feet the range modifier is halved, at 151-300 feet full range modifier is applied. Past 300 feet shotguns have no effect.
| Dice Result | Location |
|---|---|
| 01-09 | head/neck |
| 10-16 | right arm |
| 17-18 | right hand |
| 19-25 | left arm |
| 26-27 | left hand |
| 28-46 | chest (or upper back) |
| 47-64 | abdomen (or lower back) |
| 65-72 | right leg |
| 80-82 | right foot |
| 83-97 | left leg |
| 98-00 | left foot |
If the target has the advantage of hard protective cover (such as a brick wall, solid furniture, etc.), a hit scored in a body area which lies behind the protective cover will actually result in a miss — even if a hit was originally indicated. As a rule of thumb, a person firing a rifle over a wall will expose their head and gun arm. A person firing a pistol over a wall will expose their head and both arms, and (if around a corner) one leg. These guidelines and common sense can be used to judge other situations not covered here.
| Die Roll | Type of Wound | Light (1-5) | Serious (6-10) |
|---|---|---|---|
| 1-2 | Abrasion | 1 point | 2 points |
| 3-4 | Incision | 3 points | 4 points |
| 5-6 | Laceration | 5 points | 6 points |
| 7-8 | Puncture | 7 points | 8 points |
| 9 | Fracture | 9 points | 10 points |
| 10 | Internal Damage | 11 points | 12 points |