A slightly more whimsical gun fight...
You find yourself in 1881 armed with your plastic fantastic M&P 45C (2d-1(0.5) pi++, Acc 2, Range 150/1,600, RoF 3, Shots 8+1(3)) and despite your best efforts to avoid trouble...
You're in the street facing off against Smelly Pete.
Pete's got a bog-standard 4.75" Colt Peacemaker in the near ubiquitous .44-40. 2d+2 pi+, Acc 2, Range 120/1,300, RoF 1, Shots 6(3i). Pete's safety conscious and has the hammer down on an empty chamber.
The range is 10 yards (-4 to hit), just far enough away you can't smell him.
Your Guns/TL8 (Pistol) is 15. Pete's Guns/TL6 (Pistol) is 16.
He has Fast-Draw (Pistol) 12 and you don't.
You have the initiative, but you're wondering how to get out of this alive (constituting a wait manuever).
Pete, taking advantage of your hesitation, draws. He makes his fast-draw roll (12) and makes an unsighted shot at you (10). He hits you in the body for 13 points which becomes 19. A major wound on top of everything else.
You successfully roll against your HT of 12 for knockdown and consciousness. You are awake and unhappy.
You draw your pistol.
Pete fires again (5) and hits you in the body for another 7 which becomes 10.
You succeed in avoiding knockdown and death, but fall unconscious.
Pete walks up and finishes you off with a bullet to the brain while standing over you.
The dice are always a factor and if the numbers get above 12, you pretty much always make the roll.
Shooting first matters.
But what if you realized that there was no talking about it while you were walking out to the street and drew your gun as you were lining up?
Pete fails a Will roll and is surprised at your breaking the tradition of waiting for someone to yell draw, especially since he was going to take advantage of the pause to draw first. You get a free action, but use it aiming at his vitals.
You still have initiative from your (slightly) higher DX and can now fire.
You go with an all out attack (determined) (15 + 2 + 1 - 4 - 3 = 11) fire a double tap and roll an 8. With a Rcl of 3, both rounds hit. You roll a 6 and 7 for damage which become 15 and 18 respectively.
Pete makes both rolls to avoid knockdown and stunning. He fails his second consciousness check and falls down.
Being more civilized, you don't finish him off.
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