FIRST SHOT DETERMINATION CHART
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
HIT DETERMINATION CHART
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.
AUTOMATIC WEAPONS
(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
RANGE DETERMINATION
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.

GENERAL INJURY DETERMINATION
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.

PROJECTILE COMBAT DAMAGE
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