Interested
EDIT: If you like, I can present to you a dice system that I've half created(based heavily on Apocalypse World) that encompasses both melee and ranged combat, as well as loot(useful in a post-apoc) We can modify it as necessary, too.
EDIT NUMBER TWO:
Eh, whatever, I'll just copy/paste it for everyone to look at.
These stats range from -3 to +3. They must equal a net of +3.
Cool: As in clear-thinking, calm, rational
Hard: As in hard-hearted, aggressive, violent. Determines melee combat.
Swift: As in quick, reactive, flighty.
Sharp: As in smart, perceptive, educated.
Steady: As in dextrous, unflappable. Determines ranged combat.
These range from -1 to +1. They must equal a net of +1.
Handgun
Rifle
Bow
Thrown
Melee
We roll with 2d6(two six sided dice) and add(or subtract) the appropriate stat, skill and whatever other penalties may apply. 10+ is a full success, 7-9 is a partial success. Two partial successes in a row, while attempting the same task, will equal a full success.
For loot, in a given situation, you'll roll Xd10 to determine the type(s) of loot.
Large building: 5d10
Small building: 4d10
Car: 3d10
Corpse: 2d10(in addition to anything that the person/mutant is already established to have had on their person)
Numbers equal these:
1: Food
2: Food
3: Clothing
4: Clothing
5: Luxury
6: Ammunition
7: Melee/thrown weapon.
8: Melee/thrown weapon.
9:Medicine
10: Gun/other ranged weapon
The idea is that there's lots of stuff left in the world to find, but not all of it is always useful all of the time.
It might be a good idea to add in a third set of non-combat skills. Lockpicking, repair, computer, what-have-you. I didn't have such a list before, but I later decided it might have been useful.
I've already playtested this a bit, one thing it really doesn't take into account is skill level disparity, which it sounds like you wanted to have in your RP. I would suggest giving Veteran mercs one extra point to throw into skills or else take one away from novices.