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

CUNNING CANINES COUNTERED!

After a hard month of tiring work it’s time for a little rest and recreation so you’ve stopped off the trail to make camp for the night. The teepee’s up, and you’re gathering wood for a fire, but unknown to you a pack of hungry wolves has been watching, and as night falls they creep closer… until you spot one out of the corner of your eye. Just a shadow? Better find out for sure.

GAMBLERS LOSE LIVES!

Poker, the only honest game, where reading faces can mean winning big! You’re at your favorite local saloon called the Babbling Brook, and you’re deep into a high-stakes run on the table. The pot’s getting big and Possum Pete just threw his watch on the pile to stay in the game. Then you see him deal cards off the bottom of the deck to his partner, and you call them on their cheating ways. As they go for their guns you better finish this game quickly, and live to tell about it.

Long Range – CARNIVORE'S CARNIVAL

Coydogs, coydogs everywhere… shoot fast and get solid hits, or they may come to your place… for dinner.

LYNCH MOB ROUTED!

It seems it’s been months since you have seen the sun, and when you did it felt as cold as the wintry wind running across the plains.  The going’s been long, rough and taxing on your supplies, so it’s with great relief that spring finally arrives.  Spring brings forth flowers, leaves, and other signs that the great pattern of life has begun to repeat once again.  But the spring also awakens a herd of hungry hounds, all hankering for a hearty helping of your potable provisions.

Long Range – DOG DUEL

Targets: 10 total, set as 2 long range rifle caliber (longest range), 2 rifle caliber repeater, 2 pistol caliber, gallery .22 (if weather permits), and 4 pistol.

Ammo: 10 Rifle or 5 Pistol per stage, caliber(s) of shooters’ choice.

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.

POSSE MEMBERS: you will keep your same work assignments on this stage!

POSSE LEADERS: Keep the action moving- run this stage like any other. Try to accommodate two shooters at once, shooting different banks of targets. Position shooters so brass falls on mat.

PLEASE NOTE that there is a SEPARATE scoring sheet for this stage! Do NOT put scores for Long Range on the regular sheets.

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

Scoring: Time is not the primary scoring method, hits are. For this stage, the shooter must announce his/her caliber choice to the scorer before the stage begins. .22 rifle shooters are scored in repeating or single shot rifle OPEN category, depending on action type.

Counters count Hits only, last shot stops the clock. Time breaks ties in number of hits only.

IF time allows, shooters may shot a second gun of a different caliber, but must wait until all shooters have completed their first gun.***THIS STAGE IS OPTIONAL!***

Stage 4 – Silky’s

Targets:

6 Pistol
3 Shotgun
4 Rifle

Ammo:

6 Shotgun
5 Pistol/10 for two gun
8 Rifle

Props: Bar, bartender cutout, rifle and shotgun racks, stuffed dummy.

Staging: Loaded rifle in rifle rack. Unloaded shotgun in shotgun rack. Shooter sitting in the chair with dummy on lap, facing downrange.

Start: Before the sound of the buzzer, shooter says, “Look Out Silky!” and lifts the dummy off (timer can set it aside). At the sound of the buzzer shooter engages the pistol targets, 1-2-3-5-5, two gun shooters repeat and holster pistol(s). Swinger must Move to be scored a hit. If swinger is missed shooter must re-engage until hit.

Shooter then moves to right and engages rifle targets 4-4-3-3-2-2-1-1 then clears rifle and places open rifle back in rifle rack.

Shooter moves to shotgun rack and engages shotgun targets 3-2-1-3-2-1 and repeat for a total of SIX rounds. Shooter may load as many as the gun will safely hold. Swinger must move to be scored a hit, or be re-engaged until hit. Single round loading is OK. Last shot stops the clock.

Shots on NO SHOOT earn a 10 second penalty, one per stage, but are no scored as a miss.

Scoring: Time plus misses / penalties.

Stage 3 – Winning Hand

Targets:

3 Shotgun
3 Rifle
5 Pistol
1 Derringer / PP

Ammo:

6 Shotgun
9 Rifle
5 Pistol, 10 for 2-gun
4 max for derringer / PP

Props: Short window wall, corner board, door wall minus door, cactus prop, derringer target stand, rifle and shotgun racks, small table, chair, deck of cards.

Staging:shooter sitting at table in chair, facing downrange with a hand of poker in either hand. Loaded rifle in rack to left of mat, unloaded shotgun in rack at right. Derrringer/PP on table (loaded) pointing downrange.

Start: Before the sound of the buzzer shooter says “I Guess You Fold!.” At the sound of the buzzer, shooter stands and engages derringer / PP target with up to 4 rounds, with a 5 second bonus per hit. Shooter places derringer/PP back on table, facing downrange. BRASS PICKER: pull chair out of way when shooter stands up!

Shooter then engages pistol targets 1-3-5-4-2, 2-gun repeat.

Shooter moves to right and engages rifle targets through window 1-2-3-1-2-3-1-2-3, then replace empty rifle in rack. Rifle must NOT rest on window!

Shooter then moves to right to shotgun rack, retrieves shotgun and engages targets 2-1-2-1-2-1, 10 second penalty per stage applies for hitting no-shoot target. Shooter may load as many as the gun will safely hold, single round load is OK. Swinger must move to be scored a hit, or be re-engaged until hit. Last shot stops the clock.

Scoring: Time plus misses, less bonuses.

Stage 1 – Mob Rule

Targets:

4 Rifle
3 Shotgun
5 Pistol

Ammo:

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

Props: Fort base, stairs, rock prop, shotgun rack, rifle rack.

Staging: Shooter standing on fort base, facing front with hand on eyebrows, looking downrange. Loaded rifle in rifle rack on fort base, unloaded shotgun in shotgun rack.

Start: Before the sound of the buzzer, shooter says ”You Aren’t Taking Him From Justice!” At the sound of the buzzer, shooter engages rifle targets 1-2-3-4-1-2-3-4 and replaces empty rifle in rack.

Shooter walks down stairs to line and engages targets, 1-2-3-4-5. Two-gun shooters shoot 5-4-3-2-1. Stage 1911 on fort base, facing downrange.

Shooter moves right to shotgun rack and retrieves shotgun, loads and shoots 1-2-3-1-2-3. Swinger must move to be scored a hit, or be re-engaged until hit. Shooters may load as many as the gun will safely hold, single load is OK.

Scoring: Time plus misses.

Stage 2 – Wolf Pack

Targets:

2 Shotgun
4 Rifle
5 Pistol + reactionary
1 Derringer/PP

Ammo:

4 Shotgun
8 Rifle
5 Pistol, 10 for 2-gun
Up to 4 Derringer/PP

Props: Rifle rack, shotgun rack, cactus prop, teepee prop, firewood log, small table, horse.

Staging: Shooter standing at left of mat at horse with log in either hand, facing downrange. Loaded derringer/PP on table pointing downrange. Loaded rifle in rifle rack, empty shotgun in shotgun rack.

Start: Before the sound of the buzzer, shooter says ”FETCH!,” walks to table and puts the log down on the table. At the sound of the buzzer, shooter engages derringer/PP target with up to 4 rounds, 5 second bonus per hit, then placed D/PP on table facing downrange. Shooter then picks up rifle to engage rifle targets 4-3-2-1-4-3-2-1, and replace empty rifle in rack.

Shooter takes One step to right and engages pistol targets POP-2-3-4-5, Popper must be shot until it reacts. 2-gun then engages 1-2-3-4-5, with target one being the fixed target furthest left this time.

Shooter moves to right and retrieves shotgun, engaging targets 1-2-1-2. Shooter may load as many rounds as the gun will safely hold, single round load is OK. Swinger must move to be scored a hit, or be re-engaged until hit. Last shot stops the clock.

Scoring: Time plus misses less bonuses.

WHORES HARRASSED!

As money flowed Westward many houses of ill repute sprang up in frontier towns, among them the famous Silky’s Saloon in downtown Abbotsville, Colorado where, to be sure, may a hard-earned dollar found its way into the ladies’ savings. But a few of the locals say the trade brings with it disease and dregs of morality, and have decided to take the matter into their own hands. As they break into the bar and order the women to leave, you decide to stand up for their right to make a living however they can. “Silky, please stand aside.” Watch your aim- the hostesses and clientele must not be hit!