Two Hour Wargames produces miniatures games in a variety of skirmish (man-to-man) and battle scales. Their (brilliant) innovation is the two-dice "Rep Check", which is the basis for a surprisingly rich basic game system. My own personal favorite of their line is Chain Reaction, which is a man-to-man game of any firepower-related era, from about the Old West (in America, that is) through the present, out to some science fiction genres. We have played quite a few Star Wars shoot-em-ups with Chain Reaction.
The following is my own variations on some of the Chain Reaction tables, just because I am an inveterate tinkerer, and can't leave well enough alone, even with my favorite games.
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Some things to note about these changes:
The shooting table is easier to use, and also allows Rep-3 shooters to hit a target in cover; however, as a result, there are more hits than there are with the standard rules. On the other hand, since mods are now cumulative, some "Hollywood shots" are more difficult than they used to be. (For example, in the classic rules, if a Rep-5 shoots at three targets that are in cover while fast-moving, all will be hit on a 5 or 6 (33%); now, the first target will be hit on 1 or 2 (33%), the second on 1 (17%), and the third will be a Received-Fire Test only.
Compensating for this, each hit will be considerably less lethal; as a matter of fact, an Impact-1 weapon is pretty much a "non-lethal" weapon more like a Tazer or a rubber bullet. You may want to consider jacking up all weapon impact numbers by one.
The Armor table is also new (body armor was part of the shooting table before). I consider body armor to reduce the severity of a hit, not prevent a hit from happening. Armor of 1 or 2 is reasonable; armor of 3 or higher should be reserved for science fiction, monsters, dinosaurs, and the like.
The "Scratch" and "Walking Wounded" rule (lose 2 Rep) are new results. (Actuall, the "Scratch" is a revival of a Chain Reaction 1 result.) Note that a Serious Wound must be checked by a different figure (First Aid Table), while a Minor Wound is checked by the wounded figure itself. The "Walking Wounded" result is intended to be intermediate between the stun and out-of-the-fight results.
Finally, reloading and stun-recovery are probablistic, which can lead to some way suspenseful situations.