This isn't related to any project in particular.
Infantry firing mechanic:
When a squad fires, roll 2D6.
If either die scores a 4, remove a figure from the target squad per 4 rolled.
Take the highest of the two dice, add any bonuses the squad has (quality, weapons, mg) and compare to a target number based on cover.
Target is pinned if you beat the score.
If a pinned target is hit again, they become suppressed.
If a suppressed target is hit again, they break.
My GI's fire at some Krauts hiding in the woods.
I roll a 3 and a 5, so my die is a 5.
My guys are Regular, so no fire bonus.
They have semi-auto rifles (+1) and a single automatic (the BAR) for no bonus.
So my total score is a 6.
The krauts are in soft cover (target 4) so they are now pinned down.
* * * * *
A Kraut MG opens up from the flank.
They roll a 1 and a 4.
Their die is a 4 and I must remove a guy.
The Krauts are Veterans (+1) and a MMG gives them +2 for a total score of 7.
My guys are in hard cover (target 5) so they are now pinned down.
* * * * *
You could additional effects to beating the target number by a certain amount.
Maybe beating it by 3 removes an additional figure or forces a "fall back" reaction.
Why 4's ? It's my favorite number.
How do guys recover? Dice roll when activated? Leader ? Not sure yet.
What are the effects of being Pinned or Suppressed ? Pinned can't move, Suppressed fires at -2.
How would assaults work?
Similar, but with more dice to start with.
Does the number of guys firing matter?
No. Though squads below a certain size (5?) might roll only 1D6.