MiniFig Death 120 - Arming Figs and Shooting Things

...Each army has a vast assortment of weapons to bring to the field, but when it all works out with training and effects and weapon speed and recharge time, the individual types of weapons all average out into 4 basic categories:

...Each army is free to explain how their particular weapons work (lasers? bolt throwers? electromagnetic induction of micro-blackholes?). But in the heat of battle it all averages out.

- Minifig table of actions -
  Fig stands still Move up to 5" Run up to 10"
Pistol 1d6 dam
Can fire twice up to 10"
1d6 dam
Can fire once up to 10"
1d6 dam
Can fire once up to 10" at -3 TH
Rifle 1d10 dam
Can fire up to 20"
1d10 dam
Can fire up to 15"
Can not fire
Big weapons 1d10 explosive OR 3d6 dam
Can fire up to 20"
Can not fire Can not fire

Mods to hit:

...These are some guidelines for to hit mods. Fudge them a bit to fit the situation, just remember to try and be consistent.

Close Combat:

...Two figs in base contact fight close combat. Other figs cannot fire into a melee (if they try, they have a 50% chance of hitting their guys regardless of the ratio of figs, randomly find the fig that gets hit).
...During close combat, all figs involved roll to hit and damage simultaneously.
...If the fig does not have a CCW, it hits on 4 and does 1d6 dam.

Last Ditch:

...If a force is reduced to 10% or less, no vehicles and is outnumbered or outgunned, it can call last ditch.
...Any remaining figs must move towards the closest enemy (they cannot run) (exception, big weapon figs can stand still). The remaining figs get +2 to hit (they are determined to go down fighting), but are also at +1 to be hit and cannot benefit from any form of cover (they are standing and opening fire with all they have left) and have -1 armour (they are easy targets).
...Once called last ditch cannot be undone. The figs will fight on to the death.