Stage 1: Card cheater - David Scott Harper



Travis County Regulators

Stage Scenarios

7 Stages

56 Pistol, 60-62 Rifle, 18 Shotgun

Set TCR-1, written by Abilene

April 2000

Stage 1: Card cheater TCR-1

5 Pistol, 2 shotgun, 8 rifle with option for 2 more rifle.

Story:

Guapo has been dealing from the bottom of the deck. As you accuse him

of cheating, he draws on you (of course). As you are shooting it out with

him, his buddies at the bar draw on you, too (naturally), so you have to

shoot them, too.

Instructions:

Shotgun leaning by door, Rifle (loaded with 8) by right window. Start on left side of saloon, off of the porch. At buzzer, yell: “Yer a low down cheat!” and step up on porch to left window. Draw pistol and shoot Guapo - head, heart, hands, knee. Move to doorway and pick up shotgun, loading two from body. Shoot swingers in any order. Place empty shotgun down by door, move to right window and pick up rifle. Shoot two close rifle targets double-tapping - 1,1,2,2,1,1,2,2. You now have an option to load 2 more off of your body and shoot the far square target. If you do so and hit both shots, you get a 15-second bonus. If you miss either or both there is no penalty except for the extra time you took loading and shooting the extra rounds.

Stage 2: Taking cover in the land office TCR-1

10 Pistol, 9 Rifle, 4 shotgun

Story:

The bandits have chased you into the land office where you take cover

and return fire. You take out the closest with your shotgun, then switch

to your handguns, and as the bandits realize that you have the better of

them and start riding away, you switch to the rifle to pick off as many as

you can.

Instructions:

Rifle leaning against wall. Start standing in doorway with open shotgun

in hand. At buzzer, load two from body and hit swingers in any order.

Reload 2 more from body and shoot swingers again. Lean empty shotgun

against wall and move to first window. Draw first pistol and shoot 5 pistol

targets 1,5,2,4,3 (that is, outside to inside starting on left). Holster pistol and move to side window, draw second pistol and shoot the large targets 1,1,2,2,1. Holster second pistol and return to doorway and pick up rifle. Shoot rifle targets 1,2,3,1,2,3,1,2,3.

10-second procedural penalty for shooting any targets out of order.

Stage 3: Escaped rustlers attacking your homestead TCR-1

6 Pistol, 2 shotgun, 9 rifle

Story:

You heard that some rustlers broke out of jail, shooting a deputy in the

process, and takin' his guns. You also heard that they didn't

have nothin' on except their longjohns when they made their break.

You mount up on yer horse and are about to ride into town to join the

posse when you notice that some of your clothes are missin' that were

hanging out on the line to dry. Then you spot the outlaws makin' a

break for your house where your wife and kids are and you gotta stop 'em

before they get into the house.

Instructions:

Shotgun staged on wooden barricade, rifle leaning against fence.

Start sitting on (or straddling) your horse (the sawhorse). At the buzzer,

dismount and run towards the clothesline, yelling "Maw, lock the door!"

Take two shotgun shells from the bag hanging on the clothesline, load

shotgun and take down the two poppers. Must go down, reload off body

if necessary. Set down shotgun, pick up rifle at fence and shoot the

3 rifle targets 3 times each, in any order (triple taps okay). Set down the

open rifle, pull pistol and shoot pistol targets left to right and back: 1,2,3,2,1. But the bad guy is still alive and your gun is empty, so you must reload 1 round off your body into the pistol and shoot the center pistol target once more. (hint: don’t eject any empties, just insert a fresh round into the empty chamber and click the cylinder forward 4 times, close the gate, cock and fire).

Stage 4: Horse Thieves! TCR-1

10 Pistol, 9 Rifle, 2 shotgun

Story:

Yer all hot and sweaty from mendin’ fences, and you’re washin’ up in the horse trough when you hear one of your horses in the corral make a nervous whinny sound. As you look up you see some horse thieves putting a rope around your favorite paint. They see you about the same time and pull their guns. Well, ain’t nothin’ you can do but shoot the dirty dogs.

Instructions:

Rifle and shotgun staged against trough or fence, and at least two shotshells staged on ledge of trough. Kneel down or lean over with your face over the trough, splashing water on your face. This is the signal you are ready. At the buzzer, look up and yell “Get your hands off that paint!” Go to the fence, draw pistol and shoot BETWEEN THE RAILS, at the pistol targets left to right and back, 1,2,3,2,1. Holster pistol, pick up shotgun and load two shells from trough, shoot swingers in any order. Lay the shotgun down and pick up rifle and triple tap the three rifle targets in any order. Lay down rifle and draw second pistol. Shoot three pistol targets with three shots left to right 1,2,3. One bad guy is left and is riding off and your rifle is empty but you have two rounds left in the pistol so shoot the last two pistol rounds at the rifle target on the left. Misses are normal penalties, but if you hit both of the last two pistol shots you get a 5-second bonus.

Stage 5: Jailbreak! TCR-1

10 Pistol, 8 Rifle, 4 shotgun

Story:

You’ve just arrested Curly Bill and are about to lock him up when you see his gang heading for for the jailhouse with guns drawn. You quickly handcuff Curly to keep him out of trouble, and you grab the shotshells that you notice in his shirt pocket, and start returning the fire from the bad guys. You get shot in the arm during the gunfight and have to shoot your second pistol one-handed.

Instructions:

2 shotshells in Curly’s pocket, 2 shotshells on ledge beside door. Handcuffs are on ledge on right side of the door. The Rifle is only loaded with 4 rounds. 4 extra Rifle rounds in bucket at the well. Shotgun and rifle leaning against wall beside door. First pistol in holster, second loaded pistol in box with top closed. Start sitting down beside Curly. At buzzer, grab handcuffs from ledge beside door and cuff Curly’s wrists together. Grab 2 shotshells from his pocket and pick up shotgun, load, and shoot down two targets. Reload with two shells on ledge and shoot down two more. All shotgun targets must go down, reload from body as necessary – if a target goes down and bounces back up, it is considered down. No misses counted on shotgun targets. Draw pistol and shoot bad guy head-heart-hands-knee. Grab rifle and run around to right side of jailhouse (be careful of muzzle direction!), shoot two small rifle targets once each, and double tap the large further rifle target. Grab extra rounds from bucket and reload 4 into rifle. Shoot 4 bowling pins once each, left to right. Lean rifle against stump and go back into building and take second pistol from box. Since you just got shot in one arm, you now need to go to the doorway and shoot Johnny Ringo one-handed (duelist style), head-heart-hands-knee. If you do not think you can safely cock your gun one-handed, then you can use your off-hand to cock, but still shoot one-handed if possible. 10-second bonus for shooting a clean stage.

Stage 6: Pick your card and hit it TCR-1

5 pistol, 9 rifle, 2 shotgun

Story:

You have been playing poker, when Bad Bob starts harassing you.

He says he has heard that you are a good shot and bets you $50 that you

can't hit a playing card. You take him up on it but you notice in the mirror

that his buddies are getting ready to draw on you. After you shoot the

card, then you shoot the bad guys who are starting to shoot at you.

Instructions:

Rifle and shotgun are staged on table, plus a deck of cards. You are

sitting. Before the buzzer, shuffle the cards so you don't know what

card is on top. At the buzzer, stand up and draw the top card from the deck

and turn it over. Whatever card that is, shoot one shot into the matching

card on the cardboard target (5 second bonus if your bullet touches the

card - no penalty for a miss). Your next 4 pistol shots are on the close rifle

target. Holster pistol, pick up shotgun and load 2 off of body, shoot the

swinger and the knock-down in any order, but the knock-down must go

down - reload from body as necessary. If it goes down and bounces back,

it is considered down. Eject empties and lay shotgun on table.

Pick up rifle and shoot rifle targets 1,2,3,1,2,3,1,2,3. Do not triple tap!

Triple tapping is a 10-second procedural penalty.

Timer and/or other scorekeeper needs to pay attention to which card is

turned over since shooter must hit that card on the target.

If any cards get too shot up or fall off the target, remove the rest of the

matching cards from the deck so remaining shooters won't draw that one.

TCR-1

Stage 7: Room at the end of the hall (How fast can you shoot?)

10 Pistol, 8 Rifle, 2 Shotgun

All guns are staged on table (shotgun empty)

Story:

You have just finished cleaning and loading all your weapons, because

you heard that the brothers of the card-cheating bandito you shot are

coming after you. Your hotel room is at the end of a narrow hall. You hear

a group of men running toward your room, and then they start kicking at

the door trying to kick it open, and then one of them starts shooting at the

lock. You decide that your best bet is to empty all of your guns through the

closed door (the large cardboard target).

Instructions:

Start with hands on table. At the buzzer, shoot all of your guns into the "door", in any order, as fast as you safely can, returning empty guns to table. Load shotgun from your body. (Hint: if you shoot the shotgun last, the time it takes to unload it will not be on the clock since that will be after your last shots)

There will be no misses counted on this stage. It is assumed that everyone

will make an honest effort to hit the target with all shots. No hipshooting.

SASS rule applies in that slip-hammering pistols is okay, fanning is not.

The shooting table will also be the unloading table. Because of the speed

of this stage, this should not slow down the stage.

Possible:

5 second bonuses on various stages for:

Spurs

Badge

Suspenders

Bandana around neck or in pocket

vest

chaps

garters - sleeve or leg

knife

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