Lessee, we brought the shottie and the SMG, right? Shottie in dominant hand, shoot one closent to that side. SMG in other, spray across the line?
((Really the only sensible action I suppose
))
Acting on both my training and instinct, I bring my weapons to bear against the surprise enemy. (77)(12) In my right hand, I bring up my heavy shotgun towards the closest enemy, a woman in the leather uniform with a short sword. I was too slow, she was too fast. She knocks the shotgun aimed at her gut aside, deflecting it out of the way as if it was just another sword. The shot goes wild, slamming into the dirt nearby. (12)(31) Many of the others had not been so lucky, nor as quick. My left hand raises its weapon like a flash of lightning. Of the other group, one is cut down as four bullets slam into his chest while the buddy next to him is injured in the leg. The rest of the group dives off to the side, seeking cover. The injured man brings his fallen comrade in front of him, as a shield, and shouts as he charges forward for revenge, apparently unhindered by the injury.
Meanwhile, my sentry continues its lone firefight against the opponents. They seem to have realized I left the area, and have decided their fight is with the robot. Does their church think they can stop progress by blowing up every machine in existence? (14) My sentry finally strikes true, five of a six round burst catching a gunman from his left torso to his right shoulder as he decided now was the time for better cover. (53) With a renewed gusto, the enemies fire another round of inaccurate bullets into the poor saloon.
Back in my area, the girl attempts to disarm me of my shotgun with her sword. (96)(21) But I am ready this time, I move out of the way of her maneuver at the last second, dodging it easily. Her sword crashes into the door behind me, stuck, effectively disarming her herself. She moves to pull out a knife as her injured companion's charge is nearly upon me.
****
Note of rolls!
Range attacks are a single roll (XX) of a d100. Small numbers are good, large numbers are bad. 1 is critical, 100 is critical failure. I use this number, cover, and other circumstances to see if the attack hit and how well it hit.
Close-range attacks have two rolls, the first for the attacker the second for the defender (XX)(XX), representing both being able to act against each other at such a close range. Damage/hits are calculated in the same way, but a high roll for a defender can avoid even a well-placed attack, even turning its effect around if the difference is good enough!