Now, to come up with stats for Dirty Harry, police shootists, and other Clint Eastwood Western characters and opponents, like Angel Eyes, and Tuco.
Of course, his .44 Magnum, "...which will blow someone's head clean off..." will negate a lot of cover, save for engine blocks (but will penetrate them to cause the vehicle to stall), thick stone walls, heavy bank safes, etc. Trying to hide under/behind a wooden desk, table, or interior wall of a building is just a waste of effort.
For Clint shooting at people, I'm thinking:
Option 1 - use 4D6 per the standard rules (give him 5 wounds though)
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1st Hit - weapon shot out of opponent's hand, or hat off head (Clint's choice)
2nd Hit - 3 wounds to opponent (option - 2 wounds) (swap for 1st Hit, if desired)
3rd Hit - 2 wounds to opponent
4th Hit - opponent's lucky day, he just has to dive for cover
5th Hit - 1 wound to opponent (option - 2 wounds)
Option 2 - use 5D6 for shooting (4D6 for melees of many characters? 5D6 for the "Preacher" character, who's very good with his hands and improvised weapons, e.g. 2 x 4's, etc. He gets 5 wounds)
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1st Hit - 1 wound to opponent (can swap with 2nd Hit below, if desired)
2nd Hit - weapon shot out of opponent's hand, or hat shot off head (Clint's choice)
3rd Hit - 2 wounds to opponent
4th Hit - opponent(s) dive for cover
5th Hit - 2 wounds to opponent
When he fires, he can also allocate hits to characters he is up against, as desired, e.g. all vs. one, any number of wounds vs. several opponents, etc. Also, for Option 1, he has the choice of transposing Hits 1 and 2, so can either be a show off, or can cause 3 wounds to his first opponent with the first hit, if desired, since he is such a great shot (he can nick someone's ear too, if desired - all of these fancy shots cause his opponent(s) to lose 1 die during the next round of opposed combat, or when they attempt to fire at him later).
Opponents going up against him have to state what their "Actor Ratings" are, when requested, and before the shooting starts, since he always seemed to size up and shoot the more deadly opponents first.
Clint needs to declare an intent to scare his opponents with his first shot, or to wound them, before rolling the dice.
Obviously, when going up against Clint, you'll be needing a whole posse of mean hombres.
When being fired at by his opponents, use the following chart:
1st Hit - ignore this, since Clint doesn't flinch
2nd Hit - Reroll a D6: causes him to dive for cover on 1 - 4; drops weapon on 5 or 6
3rd Hit - causes one wound
4th Hit - causes one wound
Suggestions for Angel Eyes, and Police Shootists (pistol marksmen), use 4D6 when firing, and 4 wounds:
Use Option 2 above, when shooting, which is less lethal than Clint's abilities. When Angel Eyes is being fired at, use Clint's defensive chart above.
For Police Shootists, when fired at, use the standard wounds/reactions chart.
For Tuco, use 4D6 when firing, and 4 wounds:
Use Option 2 above, when shooting. Use the standard wounds/reactions chart when being fired at, since he is a bit less steady when under fire.
Not sure how to stat out the points, since the Wounding Charts above are quite a bit different, as is the To Be Wounded Chart (normally number of wounds, plus one point for each weapon), but the values below are probably a decent start.
For a rough guess, I'd say 3x standard points for characters using Option 1, and 2x for Option 2 when shooting. Then probably 2x when being fired upon, if using the above Wounds Chart when being fired on by others. Use 1x for the points times the above (when shooting), if using the standard Wounds Chart when the character is hit.
As you can see, skilled shootists can be rather expensive pointswise, but may be worth it due to their much greater abilities.
I'd be interested in your feedback on the above, as well as any other special characters, stats, special rules, allies, and enemies too, for these film genres, if you come up with some and care to share them.