He gets an action for every 6 he throws, but he isunlucky and does not get any this time. Darn it! Maybeit’s the effect of the whisky! So he cannot carry out anydiced for actions, which includes aimed shooting, but hecan still undertake a free action. After briefly consideringrunning away, he decides instead on Wild Firing. In otherwords, he fans the hammer of the revolver in his handand blazes away without stopping to aim. This gives himseven dice (the usual two plus two for the Marksmanshipskill and three for Wild Firing), needing 6s to hit, and thistime he gets lucky. He throws 6, 6, 6, 5, 5, 4 and 2.Three hits. As he is Wild Firing he can only inflict nearmisses, but he can allocate these as he wishes as longas all the subsequent targets are within four inches ofthe first. The inexperienced roughnecks are bunchedtightly together, so the rifleman, the man with theshotgun and one of the pistoleros each collects a puff ofcotton wool dust as a near miss marker, which effectivelysuppresses them and restricts them to free actions onlyuntil the markers are removed.The roughnecks’ turnNow it is the roughnecks’ turn. The gang does not needto take a morale test as it has not suffered any actualcasualties, but the guys with near misses must dice totry and remove them. Each man gets three dice, as theyare Fighters, needing a 6 to succeed as usual. The onewith the shotgun succeeds, so two of the gang canundertake any action the player wishes this turn,provided they pass their action dice throw. As Fightersthey throw four dice, but yes, one of them is a 6, givingthe two unsuppressed guys one action each. Thepistolero decides to take an aimed shot, but he only getstwo hit dice at this range and neither of them is a 6, sohe has missed. The roughneck with the shotgun getsfour dice, scoring 6, 4, 2 and 1. This is a hit on The Man,so the shooting player rolls the wound dice to find outwhere he has got him. A chest wound. This lookspromising, but at six inches range the shot from ashotgun is starting to spread out, so we deduct two fromthe next throw, which tells us how bad the damage is.
The dice score is 3, reduced to 1, which is only a graze –in other words a small hole in The Man’s coat, treated asa near miss. The other two roughnecks could fire wildly,but the best they could get is another near miss, which will have no effect on The Man as they are not cumulative.The player elects for them to stand their ground in thehope that they can shoot next turn, if they survive theinevitable retaliation.The Man’s turn againIt is now The Man’s turn again, and we will see whynobody has managed to claim that reward yet. First, as aGunman with Nerves of Steel he throws seven dice torecover from the near miss, and gets a 6 which allows himto act as normal. Then he throws another seven actiondice, which come up 6, 6, 5, 4, 2, 1 and 1. Two 6s givehim two separate actions. For the first one he decides totake an aimed shot at the punk with the shotgun. Fourdice (basic two for aimed fire with the pistol, plus two forMarksmanship) give him 6, 3, 3 and 2. A hit! The wounddice tell us it is a head shot, which a damage dice throw of5 converts to an outright kill. That will teach these thugs tomess with The Man! But he still has another action to go,so he takes a second shot at the next most dangerousopponent, the pistolero who is not suffering the effects ofa near miss. Four more dice, scoring 6, 6, 4 and 4. Twohits this time, but only one counts. If he was shooting atclose range with a revolver the Man could count themboth, but six inches is long range so he only hits once. But again he is lucky, hitting the guy in the right hand and thenthrowing a 5, which means he must drop his gun.