TEXT: THE FASTEST GUNS
  THAT NEVER LIVED,
  Part III
  ��� ������ �������
  This article was submitted by Allen before Part II of this series
  appeared in ������������In order to make it compatible with the first two
  articles, I made some minor changes and this can be considered as
  “official material.”
  THE FASTEST GUNS THAT NEVER LIVED are brief descrip-
  tions of some of the great cowboys and gunfighters of the movies and TV.
  The ratings are given in terms of Brian Blume TSR’S BOOT HILL rules
  for gunfighters with miniature figures.
  Bart, Bret and Beau Maverick — Played by Jack Kelly, James Garner
  and Roger Moore in the TV series MAVERICK. They all have gambler
  ratings of 02 and always prefer to talk their way out of trouble to
  shooting.
  Will and Jeff Sonnet — Father and son were searching for another son, a
  missing gunslinger, in this short-lived TV series Will (Walter Brennen)
  claimed the prodigial son was the third fastest gun in the west. “He’s
  good, but Jeff's better — and I’m better than both of ‘em.”
  Eli Wallach — Probably most noted for his role in “The Good, the Bad,
  and the Ugly.” He was a scrappy, trouble-making gunfighter.
  Charles Bronson — Excellent in many movie westerns, including “The
  Magnificent Seven.” He is always a tough hombre in a fight.
  James Coburn — In his best westerns, Coburn is always as “cool as ice.”
  In “The Magnificent Seven”, his favorite weapon was a stiletto throwing
  knife with which he had deadly accuracy and speed.
  Robert Vaughn — Also in “The Magnificent Seven”, Vaughn portrayed a
  cowardly con man who overcame his cowardice at the end of the movie
  (where he was killed). Before play begins, roll percentile dice for his
  courage and a score of 75 or less indicates that the lower braver score be
  used.
  Tim Straum and Kid Shelleen — In the classic comedy “Cat Ballou” both
  roles were played by Lee Marvin. There is a 50% chance that Kid Shelleen
  will be drunk, in which case, use the lower set of ratings for him. Straum is
  easily identifiable by his silver nose (the real nose was bitten off in a fight!)
  Jason McCord — Portrayed by Chuck Connors in the TV series
  BRANDED. Every time McCord comes into a town, there is a 75%
  chance that someone will recognize him and will have had a close relative
  who was killed at Bitter Creek and will challenge McCord to a gunfight.
  Good shootin’, and keep an eye on that fellow in black over by the
  bar . . .
  ��������� Hall from pg. 6
  entrance where more giants and hell hounds are coming in, the 9th level
  MU casts see invisible to locate Obmi, while the dwarf, fighter, and 9th
  level cleric fight the gnolls.
  On the first part of the next melee turn, the MU yells to the ranger
  where Ombi is and she moves towards him. The 12th level cleric yells to
  the group which way is the fastest way out and the group slowly
  (comparatively) begins to move in that direction, slashing, hacking, and
  etc. When the ranger reaches Obmi, on the second half of the melee, she
  dusts him with appearance dust. The fighter then moves to join her and
  help subjue him. The rest of the group still slowly moves towards our
  excape route, slashing and hacking, while the 9th level MU resumes
  hitting those enemies entering the doorway.
  The next melee round has the fighter and ranger knocking out Obmi
  (who is not in haste) tying him up and forcing a potion of invisibility
  down his throat. This should take up both halves of our melee turn. The
  rest of the group continues fighting both halves. At the beginning of the
  next melee round the ranger takes Obmi, the fighter calls out to our thief
  and finds his position while we all fight. The second half has the fighter
  grabbing up the thief and all those fighting disengaging and preparing to
  run.
  On the next turn, all, including the 12th level MU, run for the exit.
  We figure that even if the elemental is not yet dead, he will have to fight
  his way through the remaining giants to follow us, and if that doesn’t stop
  him for awhile, then he still cannot keep up with us in our hasted state.
  From this point on we all run. It will take us less than two melee turns to
  reach the exit. Because of our hasted state, all this action has taken only a
  few melee turns. This is fast enough to insure our avoiding those coming
  up from deeper in Snurre’s halls. I should also point out that at the time
  the game was called, no one in the group was more than 30% damaged,
  and all had at least two extra healing potions each.
  Very interesting. I’m not sure I would have allowed them to do all of
  that as fast as they did, but the basic plan seems sound, and, since their
  retreat was not yet completely cut off, they might just have made it. It
  was, in any case, a very enjoyable way to spend a July afternoon.
  While their proposed plan may sound a bit pretentious, I’d have to
  think that their odds of escape were pretty good. At the risk of giving
  them all swelled heads, I must attest that their second round, which I
  DM‘ed was one ���the best I’ve ever had the pleasure to DM. They were
  cohesive, which I think won it for them. They also thought very fast, and
  reacted quickly, with excellent coordination. I think that the
  coordination/teamwork aspect cannot be over emphasized; it was
  crucial. As it turned out, the winning GenCon team clearly won their
  tournament through exemplery cooperation — but that’s another story.
  My congratulations to the winning Origins team, and my respect for a job
  well done.
  ���
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  ��������� ��������� �������� ��������� ����������� ���������
  Bret Maverick
  89
  Bart Maverick
  78
  Beau Maverick
  85
  Will Sonnet
  90
  Jeff Sonnet
  86
  Eli Wallach
  95
  Charles Bronson
  91
  James Co burn
  95
  Robert Vaughn
  88
  Tim Straum
  90
  90
  Kid Shelleen
  91
  Jason McCord
  88
  76
  80
  77
  99
  88
  85
  89
  83
  92
  92/15
  88
  47
  88
  77
  8
  �����
  42
  75
  77
  9
  E
  45
  72
  79
  8
  E
  72
  92
  58
  11+
  76
  89
  84
  5
  A,E,H,K       
  A,E,H
  80
  60
  78
  11+
  E,F
  74
  100
  91
  11+
  A,B,D,E,H
  100
  99
  92
  11+
  B,E,H
  68
  15/99
  85
  11+
  E,H,K
  54
  82
  85
  11+
  A,E,H
  58/33
  95
  85
  11+
  E,K
  79
  92
  91
  11+
  E,G,H,J
  �������� ���������
  A —  ½ penalty if shooting from horseback
  B — Never Surprised
  D — Shoulder arms considered as "fast”
  E — May “hipshoot” with no penalty
  F — No penalty for giving opponent first move
  G — Treat wounds as one type lower when shot. A “Mortal Wound” result becomes a
  H — ½ penalty if firing at moving target
  J
  — Must use “Sharpshooting” rule, and must fire at “gun arm/hand” only
  K — No penalty for “wrong hand” shooting
  “Serious Wound", etc.
  21
  
SOURCE: textdata/thevault/Boot Hill/Magainzes (relocated to Games - Magazines)/The Fastest Guns that Never Lived Pt 3 - (from Dragon Magazine 019).pdf