Showing posts with label guns. Show all posts
Showing posts with label guns. Show all posts

Monday, September 20, 2021

The Thunder of the Guns, the Thunder of the Hooves (GLOG Class: Soldier)

You were once a servant of the great states of the exiled west, fighting in their wars and killing their foes. Now, for whatever reason, you've left that service, whether retired in honor and glory, wounded too badly to be of further use, expelled in ignominy, deserted in disillusionment or the heat of the moment, or even simply abandoned now that the need for bodies is past. With a tide of other rejects and drifters, you journey to the distant east to begin a new life away from that overpowering thumb of banners, uniforms, and bugles.
 
Starting Equipment: A leather duster and a bandanna or an old uniform, a bottle of whiskey, 50 "silver" pieces (counterfeit), and a tattoo with a minor magical effect (see table at end of class or make up your own along those lines), as well as whatever equipment your Archetype grants.
 
Skills: Marching and 1d3: 1. Digging, 2. Escaping Notice, 3. Logistics

For each template of Soldier you take, gain +1 weapon skill and +1 inventory slot. (Weapon skills are basically +1 to-hit for a certain type of weapon, i.e. Pistols or Swords.)

A: Archetype
B: Seasoned Campaigner
C: Take No Shit
D: Indomitable

Archetype: Pick an Archetype from the list at the end of the class, and gain its ability as well as its starting equipment.

Seasoned Campaigner: You can fall asleep anywhere at any time, and will always awake instantly any time a conscious person on watch would notice something awry, but only if it's actually dangerous. Once per day, taking a nap of at least 30 minutes reduces the healing time of a wound by one day.

Take No Shit: Your force of personality, when unleashed, is utterly overwhelming. You can cut through bureaucracy, snap raw recruits out of shock, and scare the hell out of just about anyone by yelling at them for a minute.

Indomitable: If reduced to 0 Strength by wounds, you can Save to remain conscious rather than being knocked unconscious. If you do so, you take another persistent wound and must Save again every time you take a wound while still at 0 Strength.
 

Archetypes:

  • Artillerist: 
    • Starting Equipment: A single-action revolver with 6 rounds, a shortsword or a hatchet, a Gatling gun with 100 rounds and a horse to pull it, a bag of oats.
    • Ability: You get a Gatling gun, I think that's plenty.
  • Brawler:
    • Starting Equipment: Brass knuckles, a big-ass knife and a broken table leg or a break-action shotgun with 2 rounds, a two-shot derringer with 4 rounds.
    • Ability: You have 2 skill with Improvised Weapons (not otherwise a weapon skill you can take) and can improve it as usual. Your unarmed attacks can be as deadly and effective as a knife, if you choose, and any melee weapon you use can be as deadly and effective as a sword.
  • Cavalry:
    • Starting Equipment: A cavalry saber, a trapdoor carbine or a single-action revolver (12 rounds for either), a horse with tackle, a bag of oats.
    • Ability: You have the Horsemanship skill and can train horses to do simple tricks with a week of training, and your penalties for firing from horseback are reduced by two.
  • Grenadier:
    • Starting Equipment: 3 black powder grenades, a rifled musket with 10 rounds and a bayonet.
    • Ability: When you throw explosives, they always go exactly where you wanted them to.
  • Gunslinger:
    • Starting Equipment: Two single-action revolvers and a quick-draw revolver, each with 6 rounds.
    • Ability: You don't need to roll to perform regular trick shots (throwing a card in the air, drawing a gun, and shooting it before it comes down; shooting through a noose) without a roll and absurd, impossible trick shots (shooting a coin dead center at a hundred yards between your legs) with a roll. You have advantage on Quickdraw rolls and your first attack roll with a gun in a fight.
  • Infantry:
    • Starting Equipment: A trapdoor rifle with 30 rounds and a bayonet, a portable moonshine still.
    • Ability: You can fit your entire body behind any piece of cover bigger than a small dog.
  • Officer:
    • Starting Equipment: A saber, a single-action revolver with 12 rounds, a horse with tackle, a bag of oats.
    • Ability: People will always listen to you unless they have a very good reason not to, and soldiers will follow your orders by reflex. Your side has a +1 to initiative rolls.
  • Pioneer:
    • Starting Equipment: A shovel, a pickaxe, a lever-action carbine with 12 rounds.
    • Ability: You and anyone working under your direction can dig trenches and tunnels, build earthen ramparts, lay or cut barbed wire, set or destroy stakes or abatis, and otherwise fortify the landscape three times as fast as usual. You can see normally within 10 feet of you in the darkness even with no light at all.
  • Scout:
    • Starting Equipment: A lever-action rifle with 12 rounds, a tomahawk, a compass, a telescope.
    • Ability: You have the Scouting and Stealth skills, and have advantage on all rolls to search, hide, or conceal in the wilderness. If traveling alone, you aren't impeded by any natural obstacles.
  • Sharpshooter:
    • Starting Equipment: A falling-block rifle with 10 rounds, a knife, a telescope.
    • Ability: You suffer no penalties for range up to the absolute maximum range of your gun.

d20 Magical Tattoos:

  1. Campfire: If you would be on fire, burns instead of you. After 5 cumulative minutes of being on fire, it burns up completely, leaving a permanent red scar.
  2. Anchor: You cannot be moved against your will.
  3. Pinup: You become more attractive to people you are attracted to the more intoxicated you are.
  4. Mug of Beer: You can't overdose or suffer injury as a result of overindulging in drugs. Does not prevent you from passing out, blacking out, or making terrible, horrible, awful decisions.
  5. Eye: Commanding officers and others with authority over you won't notice you incidentally. They'll still see you if you're attracting attention or if they're actively searching for you specifically.
  6. Ex's Name: Gives you a tingly feeling when you're about to do something really fucking stupid (read: once per session, your DM will warn you if they think something you're about to do is a catastrophically bad idea).
  7. Scripture: If a wound to the body part this tattoo is on would instantly kill you, you make your Luck check against instant death with advantage.
  8. Barbed Wire: Small stabby objects (barbed wire, thorns, needles) don't hurt you, although they can still catch your clothes.
  9. The Sun: Hostile supernatural creatures will attack you last, after any and all of your allies.
  10. The Moon: You can see in starlight as in moonlight and in moonlight as in torchlight.
  11. Teapot: You can heat liquid-containing vessels (and only those) in your hands, all the way to boiling if desired.
  12. Skull and Crossbones: You know the most valuable thing in the room you're currently in, but not necessarily its location or its actual worth.
  13. Tree: You can climb trees like a squirrel if carrying nothing heavy, or like a leopard carrying a dead impala if laden. 
  14. Raven: You have a perfect memory for faces.
  15. Cat: Your attacks have +1 to their wound severity rolls if your target is surprised.
  16. Dolphin: You can hold your breath for five minutes.
  17. Raccoon: You have an extra inventory slot which can only hold non-preserved food.
  18. Map: Provides a constantly shifting map of the area within two miles, poorly detailed and without labels or key.
  19. Cattle Brand: You can tell how any scar on any person or other creature you can see was caused.
  20. Occult Symbol: Once ever, summon an otherworldly being of 2d4 HD. This being rolls reaction as normal (not automatically friendly or hostile). Once used, turns into a permanent red scar. Will probably get you run out of town if seen.

Monday, May 24, 2021

Light Modern Firearms and Combat Rules

Some rules for modern firearms, loosely stolen from Boot Hill. I'd probably make it a d20 system, but I'm writing it for kahva to possibly maybe use in an upcoming cyberpunk game so it's going to be d100. The math shouldn't be hard to convert either way.

Wounds

When someone takes a wound, they roll 1d6 (with any relevant modifiers). If the roll is 0 or below, it's a superficial scratch. If the roll is 6 or higher, the afflicted dies instantly. Otherwise, their Strength score is reduced by the value of the d6 multiplied by 10. If their Strength is reduced to 0, they are unconscious and bleeding out. If a specific location is hit (from a critical success on a Firearms roll, for example), it may have other effects.

Shooting

Every round of combat (about 5 seconds), you can shoot - this is much slower than you can actually fire most guns, of course, but it's handy for the sake of simplicity, and you can assume you're just firing more than one bullet if it bothers you. It also takes a round to reload. To determine whether or not you hit, roll 1d100 under your Firearms skill. The target is hit and takes a wound on a success. If the target is behind less than 100% cover or at long range for your gun, reduce your skill for that roll by half. If you roll a critical success (a success with a 0 as the second digit of your roll), you get to pick exactly where the shot hits. Headshots kill instantly, arm or leg shots generally incapacitate the limb in addition to causing a wound as normal. Normally, all shooting is simultaneous, but in situations where speed really matters - a quickdraw shootout, breaching a room - the GM may allow both sides to roll to see who shoots first.

Armor

There are four classes of armor: light, medium, heavy, and vehicle. Vehicle represents light armored vehicles, not tanks. A regular unarmored vehicle's body generally counts as light armor. Each gun also has an armor penetration value, which is reduced by one at long range. Guns with a penetration value equal to the target's armor penetrate automatically. Light armor can take three hits from guns that don't penetrate it before it breaks, while medium armor can take four, heavy armor five, and vehicle armor unlimited. Heavy armor also can prevent one headshot caused by a critical success from being an instant kill (it still causes a wound as normal).

Full-Auto

Fully automatic weapons have a die, 1dX (a SMG is 1d6, for example). You can choose to fire X bullets instead of just one. If you succeed your roll, 1dX of those bullets hit the target.
 

Shotguns

Shotguns, when fired at a target within close range, cause 1d4 wounds instead of just one.

WeaponWound Mod 
RangePenetration 
Ammo 
Other
Stun Gun-5/20None1no wound, roll vs stun
Pistol030/100None20-
Heavy Pistol040/120Light10-
PCC050/150None20-
SMG050/150None30full-auto 1d6
PDW040/120Light
30full-auto 1d6
Light Rifle0100/300Medium10-
Assault Rifle0100/300Medium30full-auto 1d4
LMG0100/300Medium100full-auto 1d4, heavy*
Rifle+1150/450Heavy5-
Battle Rifle+1150/450 
Heavy20
full-auto 1d3
Sniper Rifle+1200/600Vehicle5heavy*
Shotgun030/100None8-
Combat Shotgun025/75None10full-auto 1d2
*heavy weapons are cumbersome and awkward to carry, especially during arduous physical activity

Explosives

To throw explosives, roll under your Explosives skill - this takes a round just like shooting a gun. Grenade launchers and RPGs use your Firearm skill instead. If you succeed, the explosive goes exactly where you intend it to. Otherwise, roll 1d3: 1. it hits some of the intended targets, 2. it hits nothing, 3. it hits an unintended target (all determined by the GM and common sense). If you roll a critical success, thrown explosives are perfectly timed and can't be evaded or thrown back. Otherwise, the targets of a thrown explosive can roll to a) throw the explosive back (it has a 50% chance of exploding in their face), b) kick the explosive away harmlessly, c) jump on the explosive, taking twice the normal wounds but preventing anyone else from getting injured, or d) get behind any available cover. Explosives deal 2d4 wounds within the close area and 1 wound within the far area. Thrown explosives ignore all armor less than vehicle, launched explosives ignore all armor.

ExplosiveAreaOther
Stun20 radiusno wounds, roll vs stun
Improvised5/10 radius10% chance of dud
Grenade20/40 radius-
Grenade Launcher 
10/20 radiusstandalone has 6 ammo, rifle attachment has 1 ammo
RPG30 cone/20 radiusinaccurate*, penetrating** 
*firearms skill reduced by 1/2 vs any target smaller than a car
**cone of high damage goes through walls or heavy vehicle armor
 

Melee

If people are engaged in melee combat, they can do nothing else that round. All participants roll their Melee skill, and on a success they can a) hit and causing a wound, b) flee from that melee, or c) prevent one opponent from hitting. On a critical success, one can choose the location of their wound as with a gun (although headshots are not always instant kills with all melee weapons) or prevent all opponents from hitting. Armor functions exactly the same for melee weapons as it does for guns.


WeaponWound Mod 
Penetration 
Other
Taser-Noneno wound, roll vs stun
Unarmed-2None-
Rifle Butt/Pistol Pommel 
-1None-
Brass Knuckles-1None-
Club-1Light-
Knife0Light-
Hatchet0Medium-
Sword+1Medium-
Battleaxe+1Heavyheavy

Saturday, February 13, 2021

GLOG: Three Fighters

I'm working on a new project with Jojiro of Dungeonantology called Gunboats and Gargoyles. It's going to be weird. This is the first draft of three possible fighter classes for it - none of it at all confirmed or set in stone, not even the names.
 

The Brawler 


Equipment: Any melee weapon of your choice, brass knuckles, a thick leather apron, wooden clogs, and a flask of vodka.

Skill (1d3): 1. Bar Bouncing, 2. Pro Wrestling, 3. Mob Enforcing

For each template you have in this class, gain +1 HP.

A: Drinks on Me, Improvisation
B: Suplex, +1 to-hit
C: Knuckles to Head
D: Creative Destruction, +1 AC

Drinks on Me: If you buy a round of drinks in a sketchy establishment, you'll make 2d4 friends, 1d4 enemies, and learn 1d3-1 rumors.
 
Improvisation: Your armed melee attacks deal a minimum of 1d6 damage regardless of weapon, and your unarmed attacks deal 1d4 damage.

Suplex: You have +2 to grapple rolls and foes you grapple must Save or be stunned for 1 round.
 
Knuckles to Head: If you hit a melee attack from surprise, your foe must Save vs unconsciousness.
 
Creative Destruction: If you use your environment or an improvised weapon in a melee attack, you deal an additional 1d6 damage.
 

The Duelist

 
Equipment: A smallsword, a parrying dagger or a revolver and 12 rounds, a fancy cloak, and white gloves.
 
Skill (1d3): 1. Swashbuckling, 2. High Society Etiquette, 3. Inciting Riots.
 
For each template you have in this class, gain +1 AC and +1 to-hit while armed and unarmored.
 
A: Challenge, Parry
B: Riposte, +1 HP
C: Allez, En Garde
D: Fleche, +1 HP

Challenge: If you yell out a challenge at no more than [template] foes, they must Save or only be able to attack you for a minute (or until you're incapacitated). If you slap someone across the face with a glove, they must duel you at a reasonable time and place of your appointing.

Parry: Once per fight, you can choose to reduce the damage taken from any source by 1d12.

Riposte: If your Parry reduces the damage of a melee attack to 0, you may make an attack against the triggering foe. If your return attack is with a pistol, it takes no penalty from being in melee.

Allez: On the first round of combat, you gain +2 to-hit and +1d4 damage with all attacks, and may move twice your normal speed.

En Garde: You may forgo all attacks and move at half speed to gain +4 AC vs melee attacks.

Fleche: When facing no more than one foe in melee combat, you may attack twice per round.

The Gunslinger

 
Equipment: 2 revolvers and 24 rounds, a rifled musket and 12 rounds, a bandana, and a tin of dip.

Skill (1d3): 1. Running from the Law, 2. Hiding from the Law, 3. Being the Law.

For each template you have in this class, gain +1 to-hit with firearms.

A: Silent Menace, Quickdraw
B: Deadeye, +1 HP
C: In A Pinch
D: Fanfire, +1 HP
 
Silent Menace: If you hover your hand over the handle of a holstered pistol, you gain +2 to reaction rolls, but the best possible result is fearful rather than cooperative.

Quickdraw: You can never be surprised, and always act first in combat.

Deadeye: The range of firearms you wield is doubled. Your accuracy with firearms is such that you will never miss any unmoving target within your gun's range.
 
In a Pinch: You suffer no penalties for firing a gun in melee range. You always and unconditionally, even if searched, have a single-shot derringer loaded with one bullet hidden on your person. If used or lost, the gun and bullet replenish whenever remotely plausible.

Fanfire: You can fire every shot in a revolver in one combat round, at a -4 to hit with each shot. There is a 1-in-6 chance that your gun instead blows up. You can fire repeating rifles twice per round.

Monday, October 5, 2020

GLOG: Crow Cowboy

 
 
Equipment: A single-action revolver and a lever-action rifle (both with 20 rounds), a ten gallon hat, a lasso, spurs, a tin of chewing tobacco, a jar of whiskey-soaked birdseed, and a horse.

Skills (1d3): 1. Fast Talkin', 2. Quick-Drawin', 3. Runnin' from Sheriffs

A: Human-Sized Crow, Cowboy
B: Gunslinger, +1 to-hit
C: Deadeye
D: Fanfire, +1 to-hit

Human-Sized Crow: You are a human sized crow with both arms and wings. You can speak both human languages and Crow, and are an adept mimic. You can fly as quickly and for as long as you can run.

Cowboy: You can ride a horse for days, herd cattle, compete in a rodeo, and use a lasso with the best of them.

Gunslinger: You can never be surprised while you have a firearm on your person. Any firearm you have hidden on your person will never be found unless you want it to be.

Deadeye: The range of firearms you wield is doubled. Your accuracy with firearms is such that you will never miss any unmoving target within your gun's range.

Fanfire: You can fire every shot in a revolver in one combat round, at a -4 to hit with each shot. There is a 1-in-6 chance that your gun instead blows up. You can fire repeating rifles twice per round. 
 

Guns

Some extremely simple rules for guns for circa 1870, I suppose, since this is a Western-themed class sorta. Reloading after all shots have been fired takes 1 minute unless otherwise mentioned.
  • Single-action revolver: 1d8 damage, range 70/200, misfires on a 1, 6 shots, 1 slot
  • Double-action revolver: 1d8 damage, range 60/180, misfires on a 1-3, can fire twice per round at a -2 to hit, 6 shots, 1 slot
  • Rifled musket: 2d8 damage, range 250/1500, misfires on a 1, 3 round reload, single shot, 3 slots
  • Lever-action rifle: 1d10 damage, range 180/1000, misfires on a 1, 12 shots, 2 slots
  • Falling-block rifle: 2d6 damage, range 300/2000, misfires on a 1-2, 1 round reload, single shot, 3 slots
  • Bolt-action rifle: 1d10 damage, range 250/1500, misfires on a 1, 0 round reload, single shot, 2 slots
  • Break-action shotgun: 2d8 damage, range 25/100, misfires on a 1, 1 round reload, 2 shots, 3 slots

Saturday, August 29, 2020

Hard Sci-Fi Gunfighting Rules

 I'm thinking of making a fairly hard sci-fi RPG. No FTL, no aliens, no uplifted organisms, just spaceships and railguns. Since I have a bunch of ideas bouncing around my head right now about how the shooting people will work, I'm going to put it all to paper even though I have no plans to really start work on this until I actually finish my GLOG hack to some degree (if that ever happens). These rules are borrowed in part from Boot Hill 3rd Ed, a TSR Wild West RPG.

Guns (and others)

WeaponWound Modifier
Cost
Slots
Properties
Light Pistol
0
$300
1
Ammo 15, Range 30', Semi-auto, Recoil 1
Heavy Pistol
+1
$400
1
Ammo 12, Range 35', Semi-auto, Recoil 2
Revolver
+2
$350
1
Ammo 6, Range 40', Semi-auto, Recoil 3
SMG
+1
$500
2
Ammo 30, Range 35', Select-fire, Recoil 1
PDW
+2
$500
2
Ammo 30, Range 30', Select-fire, Recoil 1
Carbine
+2
$600
3
Ammo 30, Range 50', Select-fire, Recoil 2
Assault Rifle
+2
$700
4
Ammo 30, Range 55', Select-fire, Recoil 3
Battle Rifle
+3
$1000
5
Ammo 30, Range 60', Select-fire, Recoil 4
DMR
+3
$1200
5
Ammo 15, Range 70', Semi-auto, Recoil 4
Sniper Rifle
+4
$2000
6
Ammo 10, Range 80', Manual, Recoil 5
AMR
+5
$3000
7
Ammo 5, Range 80', Manual, Recoil 8
LMG
+2
$2500
7
Ammo 240, Range 50', Full-auto, Recoil 5
MMG
+3
$3000
8
Ammo 240, Range 50', Full-auto, Recoil 6
Shotgun
+3
$500
4
Ammo 6, Range 25', Manual, Recoil 3
Combat Shotgun
+4
$700
5
Ammo 10, Range 25', Semi-auto, Recoil 4
Grenade
0
$300
1
Thrown, Range 20', AoE 10'
Grenade Launcher
0
$2500
5
Ammo 6, Range 30', Manual, AoE 10
RPG
+7
$2000
5
Ammo 1, Range 50', Reload 2, Inaccurate

Properties
  • Ammo: How many shots a gun can fire before it needs to reload.
  • Range: A shot has no penalties within the range of the gun, and takes a -1 penalty for each range increment it is outside of that initial range.
  • Recoil: This will be explained more fully later, but generally how hard the gun is to control.
  • Semi-auto: The gun can fire single shots or burst fire (by squeezing the trigger rapidly).
  • Select-fire: The gun can fire single shots, burst fire, or full automatic.
  • Manual: The gun can fire single shots only.
  • Full-auto: The gun can fire burst fire or full automatic.
  • Thrown: This weapon can go over cover. Only one thrown weapon can be used per round. Instead of an attack roll, roll a DC 15 Ranged Weapons check. If you fail, the weapon rolls by the amount you failed by time 5' in a random direction.
  • AoE: All targets in range must make a DC 15 Reflex Save, moving to avoid the effect on a success and being affected on a failure.
  • Reload: You must spend two actions reloading before you can fire this weapon again.
  • Inaccurate: All attack rolls with this weapon are made at a -3 penalty.
Weapon Modifications
Granular weapon modifications like sights, foregrips, and the like aren't considered (assume they are included in the cost of the weapons), but there are some which are relevant. The costs may vary depending on which gun they are for, and some may not be able to accept certain modifications.
  • Silencer*: A silencer reduces the sound of firing a gun (not a shotgun or a grenade launcher) in-atmosphere significantly. $50-1000.
  • Flashlight: Self-explanatory. $20.
  • Bayonet: A melee weapon (no stats because I don't know how these will work yet) for the barrel of a carbine or rifle smaller than an AMR. $50.
  • Underbarrel Shotgun: A shotgun that mounts on a carbine or rifle smaller than a DMR. As a combat shotgun but ammo 3, 1 slot. $800.
  • Underbarrel Grenade Launcher: A grenade launcher that mounts on a carbine or rifle smaller than a DMR. As a grenade launcher but 1 ammo, 1 slot. $1200.
  • EM Assist: Can be added to any gun (not a grenade launcher). When used, adds +2 Wound Modifier and +1 Recoil. Has the property Capacitor 5 (can be used to fire 5 rounds before it must be reloaded), or Capacitor 15 for three times the price. 1 slot, $300-3000.
  • Recoilless: Recoilless guns do not in fact make the gun easier to control - the Recoil property of the gun remains the same. However, when fired in a 0 g environment, the weapon does not move the user.  Recoilless guns cost twice the price of a regular gun, require special ammunition (which costs twice as much as the standard), and are 1 slot larger. EM Assist can still be used, but it causes the user to move in 0 g as a 1 Recoil gun. RPGs are already recoilless.

How to Use Your Gun

As an action (you get 30' of movement and an action per 5 second round), you can choose one of the following options, provided your gun can fire in that fashion. Any gun can Hold an Angle or Aim.
  • Single Shot: No penalties, no bonuses, just a to-hit roll and a wound roll if you hit. The target must be visible.
  • Burst: Fire 3 rounds at the target for a +2 Wound Modifier but a -Recoil to-hit.
  • Full-Auto: Fire 15 rounds in a cone (15' wide at 30' away from you). You can roll to hit at a -Recoil against anyone who is exposed in that area at any point before the start of your next turn. You can do this from behind cover without being exposed (blind firing) for a -5 to-hit instead.
  • Holding an Angle: Pick a direct line of sight from yourself. If anyone becomes exposed along this line before the start of your next turn, you may fire a Single Shot or a Burst at them.
  • Aim: You aim at an exposed target. Next round, you have +3 to hit with a Single Shot or a Burst against them.
Cover
When you are behind an object, attacks that would hit a part of your body that isn't exposed instead hit whatever you are taking cover behind. 
  • Full Cover: Full cover is either a corner you can peek around, an aperture you can peek through, or a solid object high enough that you can crouch behind it and be fully concealed. If you are firing around full cover, your head, arms, and shoulders are exposed. Otherwise, none of you is exposed.
  • Partial Cover: Partial cover conceals some parts of your body but does not hide you fully even if you are entirely behind it, such as a very thick and solid fence. Attacks that would hit a part of you which is behind the cover hit you on a 3-in-6. Going prone counts as partial cover against enemies farther than 50' away and reduces Recoil by 2 (by 3 for guns which might fit a bipod).
  • Soft Cover: Any piece of cover which conceals you and would slow down but not stop a bullet is soft cover. The attacker against a target behind soft cover can choose to treat it as partial cover if it is full cover or as no cover if it is partial cover at the expense of a -2 Wound Modifier as they fire through the cover.
Combat in 0 G Environments
As this is a sci-fi thing that involves flying around in space, you're probably going to fight in an environment with no gravity or microgravity at some point. You can consider this as much or as little as you want, but the 3d environments that result can be extremely hard to keep in mind. I do not have a good solution for this yet. Some base rules: if you fire a weapon with recoil while not anchored in some way, you move Recoil * 5' away from the direction you fire; weapons have twice the normal range; you cannot throw grenades over cover (but you can bounce them off walls); and unless you have a maneuvering pack, the only way to move when not in contact with a surface is to shoot or throw things.
 

Armor

 
Armor is all pretty straightforward - it's just a flat reduction to all wound rolls. However, I want techies to be relevant in combat, so hacking and/or EWAR will be possible against the more sophisticated armors.

ArmorWound Modifier |
Slots |
Airtight? |
Cost
Armored Vest
-32No$500
Spacesuit
-23Yes$500
Armored Spacesuit-44Yes$1200
Light Armor-43No$800
Medium Armor-54No$1500
Heavy Armor-65No$3000
Light Exoskeleton-5-2No$7000
Heavy Exoskeleton-7-4Yes$15000 

Ammunition


WeaponsQuantity |
Slots |
Cost
Light Pistol/SMG151/10$10
Heavy Pistol121/10$12
Revolver61/10$12
PDW301/3$20
Carbine/Assault Rifle/LMG301/3$25
Battle Rifle/DMR/MMG301/2$30
Sniper Rifle101/3$30
AMR51/3$50
Shotgun101/3$15
Grenade Launcher61/2$100
RPG11$50

Wounds

When someone gets hit, the first thing you do is roll wound location:
 
d20LocationWound Modifier
1-4Arms-1
5-8Legs0
9-10Shoulders0
11-18Torso+1
19-20Head+1

The attacker can choose to change the wound location by no more than their Ranged Weapon skill (you cannot wrap around from 1 to 20 or vice versa). Next, you roll Wound Severity. Add up all the Wound Modifiers, including those from armor, then add that to a d8. At this point, NPCs simply take that value as damage to their hitpoints.     continue on. 0 or less is no wound, 1-4 is a light wound, 5-7 is a severe wound, and 8 or above is a mortal wound. 

Each light wound you have gives a -1 to all rolls on a d20, each severe wound gives a -3. If the total penalty exceeds 5, you must make a DC 10 Con save vs unconsciousness each round. When you take a mortal wound, you must make a DC 15 Con save vs death. On a failure, you die instantly. On a success, you will die in 1d12 rounds unless you receive medical attention. 

After combat ends, roll on a Death and Dismemberment table (I'll make one someday, probably) for any light wounds, severe wounds, and stabilized mortal wounds to determine further effects and healing time.