|Pistol, 9mm charge||Modern-pistol||F||d4+1w/d6+1w/d4m|
|Pistol, 9mm charge, Zero-G||Modern-pistol||F||d4+1w/d6+1w/d4m|
|Pistol, 11mm charge||Modern-pistol||F||d4+2w/d6+2w/d4+1m|
|Rifle, 11mm charge||Modern-Rifle||F/B/A||d6+1w/d6+3w/d6+1m|
|Rifle, 11mm charge, Zero-G||Modern-Rifle||F||d6+1w/d6+3w/d6+1m|
|SMG 9MM charge||Modern-SMG||B/A||d4+1w/d6+1w/d4m|
A quick rules primer for first time players (and to remind the others): In this game, you roll D20 and add or subtract another die roll dependant on the difficulty of the action to get your total. For example, shooting someone from behind who did not detect you would be very easy and might have you rolling a D20 and subtracting the result of a D10 from it. However, if the person did detect you and ducked behind a brick wall, you may have to add a D4 or D6 to the roll. The result is compared to your skill. If you roll equal or less, it is an ordinary success and you get the first damage result. If you roll better than half your skill, you get the second, better than a fourth and you get an amazing result and the third damage. There are three types of damage; stun, wound and mortal. Stun is bruising, wound is worse and includes cuts and such and mortal indicates a life threatening event.