Bigfork Buscaderos

Match Stages

June 16, 2007

Stages may not be shot in the order they are presented on this webpage.

Stage 1

"Saving Bill Dolworth"
from
"The Professionals"

Jesus Raza's men have captured your parter Bill Dolworth and have him hanging by his heels and are ready to give him a really bad headache with a machette.

Your only chance of saving Bill is to drop into the middle of things and think on your feet.
But when you do the bad guys are in no mood to be reasonable so the fight begins.

You want to cut Bill down before he gets hit by a stray bullet but you are kept busy shooting bad guys.

To start the buzzer say your line "I wouldn't do that! My friend would die of a terrible headache."

At the buzzer draw your first handgun and shoot the pistol targets from closest to farthest putting one round on the close target, two on the middle and two on the furthest target.

Grab your shotgun and shoot the four knock-down shotgun targets from left to right. They must go down.

Draw your second handgun and shoot the pistol targets with one shot on the farthest target, two on the middle and two on the closest target.

Pick up your rifle and commence to shooting the Texas Star. Each time you knock a target off the star you can then try to save Bill by taking one shot at the rope he is hanging from. You must take a target off the star before taking a shot at the rope. If you save Bill you can then clean off the star if it has any targets left. If you have any rounds left after cleaning off the star and saving Bill shoot the bonus target. Ten point bonus for saving Bill and five second bonus for each hit on the bonus target.


Stage 2

"For Whom the Bells Toll"

from
"Big Jake"

Your grandson has been kidnapped and being held for a million dollars ransom. You're not going to pay that and with your old Indian companion and your two sons you set out to rescue him.

At one point some robbers try to take the million away from you and you shoot him down with your scattergun from within a shower stall.

Later when you confront the kidnappers some are hidden in a bell tower. You must pick them off with your rifle while missing the bell.

10 rounds in the rifle staged outside shower stall in gun rack
10 rounds in pistols holstered
2+ for the shotgun which is staged in the shower stall.

Start in the shower holding a towel.
At the buzzer hang the towel on the nail, pick up your shotgun and shoot the two knock-down shotgun targets shooting FROM THE HIP. If you have fired six shotgun rounds and any are still standing then shoot from the shoulder.
Stage the shotgun open and empty in the shower and move to the gun rack where your rifle is staged.

With your handguns shoot the three pistol targets in two left to right Nevada Sweeps.

With your rifle shoot the knock down target to release the swinging bell. Then proceed to knock down the nine knock down targets situated behind the bell. No penalty for hitting the bell. Any targets left standing will be counted as misses.

NOTE TO SCORERS: You only need to count misses on the handgun targets. Misses on the rifle targets will be counted as any left standing.

Stage 3

"Dice at the Long Twig Saloon"
Requirements:
Two pistols each loaded with 5 rounds hammer down on an empty chamber staged on the table One extra round on your person

On the way home one evening you decide to stop in at the Long Twig Saloon for a nightcap of Red Eye Tea and a game of chance. You swager over to the dice table and take a seat.

Pistols are staged on the table. After a few rolls of the dice, you think some of the other players are using loaded dice. You call them on it by saying, "YOU DIRTY SKUNKS, FILL YOUR HANDS".

{To find out who has been cheating, roll the five dice.

Shoot the targets that correspond to the numbers on the dice you have rolled } (for example: if you roll a 6, two 4's, a 1 and a 2 - shoot the targets with those numbers in order from one to six). Place your pistol on the table

(DO NOT REHOLSTER IT - 10 SECOND PROCEDURAL IF YOU REHOLSTER)

Save the 2, 3 or 4 of a kind and roll again, pick up Your second pistol and shoot the corresponding targets.

BONUS: Off the clock - Load one round - shoot the small orange rotating target: hit the big target 5 seconds off your time, hit the small target 10 seconds off your time. No penalty for a miss

Stand: Holster your pistols and move to the unloading table

Stage 4

"Stage four title"


(story to be determined)

Shotgun: 6+ rounds on person
Rifle: 10 rounds

Begin with shotgun staged in gun rack open and empty. Rifle at port arms.
Say line (to be determined). At buzzer shoot the knock-down and then shoot the moving target to release the hanging rod as quickly as possible. The longer the rod is attached the more flippers it will knock back. After dropping the rod proceed to the 8 knock down targets. If you do not hit the moving target before it reaches the end of his run you do not have to shoot it any more.

Stage rifle and pick up shotgun. Knock down the two closest shotgun targets. No second shot at target if missed. With shotgun open and empty and observing the 170 rule advance to the second shotgun line and shoot the second set of shotgun targets in the same manner as the first. Advance again to the third shotgun line observing the same rules and shoot the third set of targets as above.

SCORING: Misses will not be counted. Two second bonus for each flipper not flipped, each knock down knocked down and each shotgun target knocked down.
Stage 5

Gophers!

Note change to how this stage is scored

Only rifle and shotgun used in this stage.

You�ve planted a nice garden out where the old corral was located and the turnips, carrots and beans are looking good. You head out to hoe some weeds and whoa and behold the garden has been invaded by whole passel of gophers! Since you always go heeled you commence to wipe out gophers.

Under no circumstances do you want to shoot your prize winning punkin. It�s a sure winner at the county fair and first prize is $20.00. Twenty second penalty for any HIT on the pumpkin. (only one penalty per stage) Avoid your wife�s tomatoes,. Ten second penalty for any tomatoes knocked off the plant. Finally, there is the gourd your raising to make a bird house. Ten point penalty for hitting over the gourd.

Rifle loaded with 10 rounds hammer on the empty chamber staged on gun rest.. Shotgun open and empty, staged on the rest with six shells to be loaded from your person.

Start holding the hoe in both hands. Say your line �Eat lead you varmints!� At the buzzer place the hoe in the gun rack and commence to shooting gophers. Once you begin shooting a firearm you must continue shooting it until all it�s rounds are fired.

A gopher knocked down in any way is a kill. Hits on gophers that do not knock them down are not kills.

SCORING: You can shoot any firearms you wish in any order you wish. Keep reloading and shooting until all targets are knocked down. You can place a shotgun or rifle on the rack after shooting it if it is empty and open. You can then retrieve the rifle or shotgun and shoot it some more. Any rounds left in the rifle or shotgun after all the gophers are dead must be ejected on the ground before going to the unloading table. Maximum of 300 second allowed for each participant. If you run out of ammunition on your person or the 300 second time limit expires there will be a ten second penalty for each gopher left standing.



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