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

Lakota Indians

Lakota Indians

As settlers moved westward, they frequently encountered tribes of indigenous peoples, including the westernmost of the Sioux groups – the Lakota.  A tribe of Lakotas has welcomed you to stay with them for a few days to trade and water your horse.  What you didn’t know is that this band participated in the Battle at the Greasy Grass (Little Big Horn), just two days ago!  Over 50% of the U.S. 7th Cavalry were killed in the battle.  Now, as you wake up from a good night’s sleep, you hear Lakota warriors calling out “Hokahe” (a “Let’s go” battle cry).  General Sherman’s order of genocide in 1867 and the oncoming troops under those orders won’t tolerate a friend of their enemy.

Do-Right Saves Damsel In Distress

Snidely, Dudley, Nell, and Horse

As you are riding your steed over the plains of Canada, you can hear screams of a woman off in the distance.  Could this be Nell Fenwick, you wonder?  You spur the big white stallion onward toward the shrill cries.  Rising up hard and fast, you see your beautiful Nell tied across the train tracks.  With a yell, you inform your sweetheart that you will save her.  In the distance you see Snidely Whiplash and his henchmen riding off hard.  Pulling your sidearms with the speed of lightning, you empty your six guns and rifle into the fleeing rabble.  Dismounting the great white steed, you quickly untie your blonde beauty and pull her from the tracks …

Boy’s Night Out

Boy's Night Out

During a night of gambling and rowdy drink, you sit at a high-roller table, waiting for the cards to pile before you.  There’s a crowd gathering around as the chips go down, and some of them are armed.  They approach the table when you look down at your cards and one of them accuses you of having an ace up your sleeve.  They go for their guns, and your “ace” better beat theirs.  Make sure you don’t “trump” your friends at the table as you make your play.

Smoke Ruins Respite!

Smoke and Fire

It was supposed to be a nice, relaxing getaway to Bisbee, Arizona.  After perusing the locks shops and settling in for the night, including a fine cigar from Abner’s Dry Goods, you tuck yourselves in for a blissful night’s sleep.  But as luck would have it, a few ruffians have tossed a lit oil lamp through a window downstairs and a fire is spreading quickly.  Save your partner and yourself – the bad guys are still in the street.

Tee Totalers Terrorize!

Tee Totalers Terrorize

It seems that a cowboy can’t even have a drink in peace.  The locals have had it with the drunkards, thieves, dregs and other crime-minded malcontents that have come through their township after saloon number 20 opened, to serve a population of under a thousand residents.  As church opens and the worshipers leave, a mob of angry folk forms and heads toward your bar, the Busted Buzzard.  You see rifles and pistols in their hands, so it seems that their attempts to motivate the drinkers to moderate have now become much less … moderate.  Time to shoot your way out of town!

Dr. Doolittle’s Kickapoo Juice

Dr Doolittle's Kickapoo Medicine

Dr. Dolittle and his entourage have ridden into town with wonderful elixirs, including his world famous Kickapoo Juice.  The Kickapoo Indian Medicine Company, founded by John E. Healy and “Texas Charley” Bigelow, was the largest traveling medicine show in the late 1800s.  It offered wild west shows as entertainment while hawking its medicinal products.  The products they sold were Kickapoo Indian Sagwa, Kickapoo Indian Oil, Kickapoo Indian Salve, Kickapoo Indian Worm Killer, and Kickapoo Indian Cough Cure.  The “Cough Cure” was later discovered to be mainly Jamaican Rum and Molasses.

Oil Spoils Open Range

Oil Derrick

The herd has been detoured thirty miles around the old water holes. The holes, used for so many years have been fouled by run-off from some new-fangled oil wells.  These wooden monsters, spouting gas and flame, have been erected right between the old cattle trail and town.  The only way into town is through the oil companies land.  There is no love lost between the cowboys and this new breed of squatter.  Every time a range rover shows his face on the road, the oil men feel free to take shots at him.  Needless to say, the cowboys return the favor.

McSween House Escape

Two feuding clans engaged in hostilities after a debt was forcibly settled by a seizure of horses from a certain John Tunstall, who was murdered after he confronted deputies about the seizure.  A posse called the Regulators formed to avenge this killing by the Dolan cowboys, with its core members Billy the Kid, George and Frank Coe, Jose Chavez y Chavez among others acting as the backbone of the group.  After several skirmishes and questionable acts by both sides the Regulators are surrounded in Lincoln, and holed up in the McSween House and the Ellis Store.  It’s July 15, 1878 and you’re with the Dolan men and their accompanying US Army troops, who just set fire to the house to flush Billy and the Regulators out.  Here they come – don’t let them escape!

Long Range – Blazers Mill

Targets:

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

Ammo:

10 Rifle per stage, caliber(s) of shooters’ choice (5 for pistol, 10 for shotgun).

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. Shotgun Stampede is also scored separately.

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!***

Buckshot Roberts’ Last Stand

After Billy The Kid and his Regulators spotted Buckshot Roberts entering the Blazer’s Mill Post Office they tried to get him to surrender rather than fight, Roberts refused and holed up in the mill while the Regulators attempted to talk him out. Eventually patience ran out and Roberts defended himself with his rifle, scoring multiple hits on targets including killing Dick Brewer instantly with a shot to the eye, and even knocking Billy senseless with his rifle barrel! Eventually Roberts was hit and died in agony 36 hours later despite attempts by a doctor to save him. Billy was later asked about the fight, to which he replied “Yes sir, he licked our crowd to a finish.” High praise indeed.

Stage 1 – Dr. Doolittle’s Kickapoo Juice

Targets:

3 Rifle
2 Shotgun
5 Pistol

Ammo:

9 Rifle
4 Shotgun
5 Pistol (10 for 2 guns)

Props:

Bottle of Kickapoo Indian Cough Cure, fort base, stairs, rifle and shotgun racks, bartender, cowboy cutout.

Staging:

Shooter on the stage, with back to firing line.  Loaded rifle in rifle rack, unloaded shotgun in shotgun rack.

Start: Before the sound of the buzzer, shooter says “Step right up folks!  Get yer Kickapoo Juice for those nasty coughs and colds.” The townsfolk have other plans for you and tell you to “Get out of town!” You need to fight to save your sales team!

At the buzzer, shooter turns around and engages five pistol targets 1-2-3-4-5.  Two gun shooters shoot 5-4-3-2-1.

Shooter walks down the stairs, around the stage and engages rifle targets 1-2-3-1-2-3-1-2-3.

Shooter moves to the right and retrieves shotgun and engages targets 2-1-2-1.  Misses CAN be made up using extra shells- if so, misses can be made up IMMEDIATELY AFTER it is missed.  Swinger must move to be scored as a hit.  Last shot stops the clock.

Scoring: Time plus misses/penalties.

Stage 2 – Black Gold

Targets:

3 Shotgun
4 Rifle
6 Pistol
Derringer setup

Ammo:

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

Props:
Oil derrick with “Natural Gas” accumulation that requires venting.  Fence, barrel, rifle and shotgun racks.

Staging:
Shooter at fence, facing downrange. Loaded rifle in rifle rack, empty shotgun in shotgun rack.

Start: Before the sound of the buzzer, shooter says “Oil?  What’s it good for?” At the buzzer shooter turns, picks-up rifle and engages rifle targets, 1-1-2-2-3-3-4-4.

Shooter moves to center of the mat and engages derringer target with up to 4 rounds, 5 second bonus per hit.  Place empty derringer on table, muzzle downrange.

Shooter draws pistol and engages POP-3-5-4-2.  2-gun shoots 1-3-5-4-2.  Popper must move to be scored a hit.

Shooter moves to the oil derrick, and “vents” the natural gas from the well.

Shooter moves to shotgun and engages targets 1-2-3-1-2-3, loading as many as shooter desires.  Misses can be made up IMMEDIATELY AFTER it is missed.  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 3 – McSween House

Targets:

3 Shotgun
3 Rifle
6 Pistol
Derringer / PP Setup

Ammo:

4 Shotgun
9 Rifle
5 Pistol, 10 for 2-gun
Optional: up to 4 derringer / PP

Props:
Small table, wall with door, window wall, chair, rifle and shotgun racks, cactus prop.

Staging:
Shooter at window facing downrange. Loaded rifle in rifle rack. Unloaded shotgun in shotgun rack. Optional loaded derringer / pocket pistol on table muzzle downrange.

Start: Before the buzzer sounds, the shooter knocks on wall and says, “Billy, You Better Come Out!”

At the sound of the buzzer, shooter moves left and engages pistol targets 1-3-5-4-2, two-gun shooters repeat.  Holster pistols.  Watch your aim: there are other people in the house.  Any hit on a No-Shoot target is a 10 second penalty, one per stage!

Shooter steps back to table, engaging derringer target through the window with up to 4 rounds, with a 5 second bonus per hit.  Place gun on table pointed downrange.

Shooter steps to right and picks up rifle and engages rifle targets through window 1-1-2-2-3-3-1-2-3, then place empty rifle in the rack.

Shooter moves to the right and engages shotgun targets 2-1-2-1, loading as many as desired. Misses CAN be made up IMMEDIATELY AFTER it is missed.  Swinger must move to be scored a hit or be re-engaged until hit.  Last shot stops the clock.

Scoring: Time plus misses/penalties, less bonuses.

Stage 4 – Lakota Indians

Targets:

5 Pistol
3 Shotgun
4 Rifle

Ammo:

6 Shotgun
5 Pistol/10 for two gun
12 Rifle

Props:
Horse with rifle scabbard, rock, teepee, shftgun rack, bunch of arrows.

Staging:
Shooter facing downrange at mat’s center / front with bunch of arrows in either hand.  Empty shotgun in shotgun rack, loaded rifle in scabbard on horse.  Shooter ONLY LOADS EIGHT (8) rounds in rifle at loading table – shooter must reload four more on the clock!

Start: Before the sound of the buzzer, shooter says “Hokahe!  Hokahe!  You need these Kola!” and puts the bunch of arrows in front of teepee. At the buzzer shooter draws pistol and engages pistol targets 1-5-4-3-2, 2-gun repeat.  Popper must move to be scored a hit.

Shooter then retrieves rifle from horse scabbard WITHOUT mounting the horse – targets are shot from beside the horse.  Shooter engages rifle targets 1-3-2-4-1-3-2-4.  Shooter reloads four more rounds from his/her person and engages rifle targets 4-4-4-4, placing open rifle back into scabbard when done.

Shooter moves to right and retrieves shotgun, and engages targets, 1-1-2-2-3-3.  (total of 6 shots, 3 double-taps).  Misses CAN be made up IMMEDIATELY AFTER it is missed.  Swinger must move to be scored a hit or be re-engaged until hit.  Last shot stops the clock.

Scoring: Time plus misses / penalties.

Historical note: Kola means friend in Lakota.  The phrase Hàu Kola, meaning “Hello friend”, was eventually transformed by the silver screen into the more generic greeting “How!’

Shooter facing downrange at mat’s center / front with bunch of arrows in either hand.  Empty shotgun in shotgun rack, loaded rifle in scabbard on horse.  Shooter ONLY LOADS EIGHT (8) rounds in rifle at loading table – shooter must reload four more on the clock!

Stage 5 – From The Inside Out

Targets:

4 Rifle
2 Shotgun
5 Pistol

Ammo:

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

Props:
Bar, bartender, rifle and shotgun racks, rock prop, Ma Frickert, piano, cowboy cutout, small table.

Staging:
Loaded rifle in rifle rack, unloaded shotgun in shotgun rack.  Shooter standing at bar with bottle in hand.

Start: Before the sound of the buzzer, a non-shooting posse member shouts “Look Out (insert shooter’s alias), It’s The Women’s Temperance League!!” and shooter puts down the bottle.  At the buzzer shooter then engages pistol targets 1-3-3-3-5, 2 gun shoots 4-4-4-2-2.

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

Shooter moves to shotgun rack and engages shotgun targets 2-1-2-1 for a total of four rounds.  Pump or lever gunners may load as many as the shotgun will safely hold.  Misses CAN be made up IMMEDIATELY AFTER it is missed.  Swinger must move to be scored a hit or be re-engaged until hit.  Last shot stops the clock.

Scoring: Time plus misses / penalties.

Stage 6 – Smoke and Fire

Targets:

3 Shotgun
4 Rifle
6 Pistol
Derringer setup

Ammo:

6 Shotgun
10Rifle
5 Pistol, 10 for 2-gun
Up to 4 Derringer

Props:
Bed, dummy, table, rifle and shotgun racks, long window wall.

Staging:
Loaded rifle in rifle rack.  Unloaded shotgun in shotgun rack. Shooter sitting on the bed with dummy beside shooter.  Pistol(s) staged on table, muzzles downrange but gunbelt stays on the shooter.

Start: Before the sound of the buzzer, shooter says, “I Smell Smoke… I’ll Save you Honey!!” and tosses the dummy to safety (shooter’s choice).

At the buzzer, shooter then moves to table, and engages derringer target through the window with up to 4 shots, 5 second bonus per hit.  When done, derringer/PP is staged back on the table, muzzle downrange.

Shooter retrieves one pistol at a time, moves left and engages the pistol targets POP-2-3-4-5, two gun shoots 5-4-3-2-1.  Swinger MUST move to be scored a hit.  Shooter re-holsters each pistol immediately after it is shot.

Shooter then moves to left of mat and engages rifle targets 1-2-2-3-3-3-4-4-4-4 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 for a total of six rounds.  Pump or lever gunners may load as many as the shotgun will safely hold.  Single round loading is OK.  Misses CAN be made up IMMEDIATELY AFTER it is missed.  Swinger must move to be scored a hit or be re-engaged until hit.  Last shot stops the clock.

Scoring: Time plus misses / penalties, less bonuses.

Stage 7 – Deal and Draw

Targets:

3 Shotgun
3 Rifle
5 Pistol
1 Derringer / PP

Ammo:

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

Props:
Small table, chair, window wall and door wall, dummy in chair,deck of cards, poker chips, rifle and shotgun racks.

Staging:
Shooter sitting in chair, at table, and facing downrange.  Dummy in chair directly opposite the shooter (downrange side).    Loaded rifle in rifle rack,  derringer staged on table, muzzle downrange, unloaded shotgun in shotgun rack.  Pistols are staged on table, muzzles downrange.

Start: Before the sound of the buzzer, the shooter says  ”Deal me in, pardner.” After the sound of the buzzer, shooter puts down cards and engages pistol targets around the dummy 1-2-2-3-3 and places pistol back on table.  Two-gun shoots 3-4-4-5-5 and places pistol on table.

Shooter then stands up (brass picker – pull chair back) and engages derringer target through the window with up to 4 shots, 5 second bonus per hit.  When done, derringer/PP is staged back on the table, muzzle downrange.

Shooter then steps to right and picks up rifle and engages targets through the window 1-3-2-1-3-2-1-3-2, and places empty rifle in rack.

Shooter then moves to shotgun rack and engages shotgun targets 1-2-3-1-2-3 for a total of six rounds, load any amount.  Misses CAN be made up IMMEDIATELY AFTER it is missed.  Swinger must move to be scored a hit or be re-engaged until hit.  Last shot stops the clock.  Shooter re-holsters pistols after the end of scenario.

Scoring: Time plus misses / penalties less bonuses.

Stage 8 – Saving Nell

Targets:

4 Pistol
3 Shotgun
3 Rifle

Ammo:

6 Shotgun
5 Pistol/10 for two gun
9 Rifle

Props:
Horse with rifle scabbard, tracks, dummy ties to tracks, knife, rifle and shotgun racks, rope for re-tying, 6×6 wood for side of horse.

Staging: Loaded rifle in rifle scabbard.  Unloaded shotgun in shotgun rack. Shooter sitting on horse.

Start: Before the sound of the buzzer, shooter says, “I’ll Save You Nell!!” Shooter engages pistol targets 1-1-2-3-4, 2 gun shoots 4-4-3-2-1.  Use the horse-holsters for cross-draw guns. Shooter then engages rifle targets 1-2-3-1-2-3-1-2-3, clears rifle and places open rifle back in scabbard.

Shooter dismounts and lifts dummy off the tracks after cutting the rope that binds “her”.  Do not cross the safety line in this process! Shooter moves to shotgun rack and engages shotgun targets 3-2-1-3-2-1 for a total of six rounds.  Swinger must move to be scored a hit.  Pump or lever gunners may load as many as the shotgun will safely hold.  Single round loading is OK.  Misses CAN be made up IMMEDIATELY AFTER it is missed.  Swinger must move to be scored a hit or be re-engaged until hit.  Last shot stops the clock.

Scoring: Time plus misses / penalties.