The Vile Bunch

Trail Boss:   Loco Poco Lobo

trailboss@long-riders.org

Foreman:   Raunchy Rick

foreman@long-riders.org

Safety Officer:   Nawlins Kid

safety@long-riders.org

Safety Officer:   Nawlins Kid

safety@long-riders.org

Clerk:   Cactus Jack

clerk@long-riders.org

Paymaster:   Calamity Janet

paymaster@long-riders.org

Scenario Hand:   Lucky Dog

scenarios@long-riders.org

Trail Hand:   Shorty Morty

thand@long-riders.org

Trail Hand:   Fuller Beans

thand@long-riders.org

Webmaster:   Loco Poco Lobo

webmaster@long-riders.org

Props Hand:   

props_hand@long-riders.org

3 Day Side Match Director:   Lefty

3sidematch@long-riders.org

Territorial Governor:   

terrgov@long-riders.org

Vile Bunch:   

vilebunch@long-riders.org

Stage 4 – Turkey Shoot

Targets:

6 Rifle

Ammo:

10 Rifle per stage (Pistol Caliber Only).

Props: Chair, two rifle racks, shooting sticks, shooting mat if desired.

Staging: Shooter seated in chair, standing, prone or other safe position. Loaded rifle in shooter’s hands, in port arms position, prone position, or other position of choice when shooting begins.

Start: At the sound of the buzzer, shooter will engage closest targets in any sequence as long as the targets are Not double-tapped (ie targets must be shot one then another, not repeatedly for two or more consecutive shots).

Scoring: READ CAREFULLY! The shooting is done in three stages, with best shooters moving on to successive stages.  Record both Hits and Time for each participating shooter.  Best number of Hits wins for each shooting stage, with time to be used to break ties.  All shooters proceed through the first stage of targets (closest targets). The best 50% will shoot the second stage of targets. Top 50% of these shooters then shoot the third target stage.  Record winner of 50% that shot the second stage but did Not proceed to third stage- the Posse Runner Up, and winner of third stage- Posse Champ.  THIS STAGE IS OPTIONAL!

Posse Leaders: workers keep their assigned jobs for this stage!  If needed, shooters can rotate through work stations to relieve other posse members so they can shoot.

Stage 3 – Harvest Time

Targets:

2 Shotgun
3 Rifle
4 Pistol

Ammo:

6 Shotgun
9 Rifle
5 Pistol, 10 for 2-gun

Props: Pumpkin, rifle and shotgun racks.

Staging: Loaded rifle in rifle rack.  Unloaded shotgun in shotgun rack.  Shooter standing at center of mat with pumpkin in hand(s).

Start: At the sound of the buzzer, shooter says, “Vermin, get away from that boy!!” Shooter takes the pumpkin and “bowls” it out to the pistol targets.

If the pumpkin gets past the pistol targets, then the Shooter draws their first pistol and fires five shots at the pumpkin.  If the pumpkin is less than ten yards away, then the shooter must step to left and engage the pistol targets, 1-3-4-3-1.  Holster pistol.  Second gun always shoots 1-3-4-3-1.  So, if the pumpkin rolls right, first gun is pumpkin, second is on steel, if too short a pumpkin shot, both guns are on steel.  DO NOT hit the STAR target- that’s your boy who has gotten caught in the fight!  Save him by dispatching the vermin!  10 second penalty if this target is hit.

Shooter then moves to right and engages rifle targets 1,3,2,1,3,2,1,3,2 then clears rifle and places open rifle back in rifle rack.

Shooter moves to shotgun rack and engages shotgun targets 1-1-2-2-1-1 for a total of SIX rounds.  Shooters may load as many as the gun will safely hold, single load is OK.  Misses may be made up with additional shotgun rounds.

Scoring: Time plus misses / penalties.

Stage 2 – "Bear" Knuckles

stream

Targets:

2 Shotgun
2 Rifle
3 Pistol
Large reactionary cowboy
Derringer setup

Ammo:

4 Shotgun
8 Rifle
5 Pistol, 10 for 2-gun
4 Derringer / pocket pistol

Props: Flyrod, rifle and shotgun racks, small table.

Staging: Loaded rifle in rifle rack.  Loaded optional derringer / pocket pistol on table, muzzle downrange.  Unloaded shotgun in shotgun rack.  Shooter standing at rifle rack with flyrod in left hand.

Start: At the sound of the buzzer, shooter says, “Holy ****!!” Shooter places the flyrod on the ground, at safety line, picks up rifle and engages rifle targets 1-1-2-2-1-1-2-2.  Shooter replaces empty, open rifle in rack.

Shooter steps to right and  engages large cowboy target with all 5 rounds, as a dump target.  No special bonuses for hitting swing-targets.  Hits on swinging arms count as Hits.  Two gun shooters engage regular targets 1-2-2-2-3.

Shooter steps to table and engages derringer target with up to 4 rounds, with a 5 second bonus per hit.

Shooter moves to shotgun rack and engages shotgun targets 1-2 and repeat for a total of FOUR rounds.  Shooters may load as many as the gun will safely hold, single load is OK.  Misses may be made up with additional shotgun rounds.  Swinger must move to be scored a hit.

Scoring: Time plus misses less bonuses.

Turkey Shoot

Yes it’s time to set the table, and to fill it with some tasty and satisfying food!  Time to show your skill with the rifle, and earn a “Turkey” for your efforts.

Harvest Time

In many ways it’s the best time of the year.  It’s a celebration of a good harvest, surviving the heat of summer, reaping the benefits of long, hard work.  As the orange moon rises and the crickets start to grow silent the work seems a little easier.  But today your family isn’t the only grateful bunch.  A wild pack of wild critters has beset your fields, looking to fatten up for the winter on the fruits of your labor!  Time to clear ‘em out.

Fishermen Fail To Fall!

While on holiday up in Colorado you’ve come across a couple old fellers attempting to fly-fish in a mountain stream.  After watching them they invite you to try your luck, and as luck would have it you’ve hooked a big trout.  As you haul it up on the bank, you see something that you’ve only heard about, but never seen yourself up to now: a bear!  And he’s got his eyes on your catch, and maybe you, to serve as dinner tonight.

Stage 1 – Foreman's Dilemma

totalwreck

Targets:

3 Rifle
2 Shotgun
4 Pistol

Ammo:

8 Rifle
6 Shotgun
5 Pistol (10 for 2 guns)

Props: mine cart, tracks, broom handle attached to cart, shotgun rack, chair, rifle rack.

Staging: Shooter seated in chair behind mine cart to simulate crouching down, cart in front of shooter.  Shooter facing front with hand on end of broom handle, which is leaning to right of cart.  Unloaded shotgun in shotgun rack. Loaded rifle in rifle rack.

Start: At the sound of the buzzer, shooter says  ”Down Jethro!” and pushes the broom handle down to the left, to simulate releasing the mine cart’s brake, stands and pushes the cart to the left (out of the line of fire).  Timer or brass picker should slide chair back out of the way as the shooter stands.  Shooter engages pistol targets 1-4-4-3-1, 2-gun repeats.  Shooter holsters pistol(s) when done before proceeding onward.  Hits on target 2 earn a 10 second penalty, one per stage- that’s Jethro!

Shooter moves to right and picks up rifle, and engages rifle targets 1-1-1-3-3-3-2-2 and places open, empty rifle back in rifle rack. Shooter moves to shotgun rack and loads shotgun engaging targets 1-2-1-2-1-2 for a total of SIX rounds.  Shooters may load as many as the gun will safely hold, single load is OK.  Misses may be made up with additional shotgun rounds.  Swinger must move to be scored a hit.  Last shot stops the clock.

Scoring:Time plus misses.

Mine Ambush Attempted!

Your family’s harvest this year wasn’t all it could be, so to help earn some extra money you have temporarily moved to a local mining camp.  After less than a week on the job you are asked to perform the job of foreman due to an unfortunate accident, and the other miners aren’t too happy about it.  One afternoon they decide you’ve got to go, and they’re taking a cart-full of ore with them!  Defend the gold, but watch your aim: your cousin Jethro who came here with you needs to be saved too.