Well, no updates recently due to my wife getting a new job, and me having difficulty settling into a new routine. Also with the current economic climate I've been busy setting up a few side projects so should my job dissolve, I hopefully won't be left totally destitute. Anyway, enough with the excuses, I've finally gotten around to posting an updated version of Hellstormers awesome Firearms D/6 rules, many many thanks to him for this contribution, but for the changes I'll simply quote his introduction.
D6 FIREARMS 1.2
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What's New: Ater reading the comments and looking some stuff up online, I thought a re-write may be needed. Not a re-write, but a slight change in what was already there. The rules are good, and with a little tweaking and simplifying, they can be even better. This has been done, making the main damage ruling be based on weapons type instead of ammunition, but leaving the old ammo damage rule there as an optional rule should any GMs wish to do so.
The main point of this entire write-up has always been the Autofire rule, which allows for the feel of firearms when in combat in someone's game, giving players (and dangerous GMs!) the ability to unload massive amounts of ammo to cause hellacious damage like many firearms would and should. Beyond this, the only other thing that should be seriously looked at are the weapons types, which give a general idea of damage with certain kinds of firearms, giving people a rough framework to make up more specific firearms rules if they so desire (I intend on sending a few specific firearms in later on, but dunno when I will have the time or inclination). Beyond this, everything else here should be looked at as "OPTIONAL RULES", and should be marked as such now, meaning you can take them or leave them, as a GM and their group decides in their games.
Hopefully, these rules are better than before, and people will enjoy them more than before.
-Hellstormer