Or simply a duel.
What is your approach?
Just Cool vs Cool and that´s it?
Has the Quick Draw Talent any influence on it?
I have a feeling that it should but cannot remember reading anything about it.
IIRC, there are quick draw dueling rules in… the Smugglers book, I believe. I used such rules for inspiration for a showdown I GMed last year, but alas, I can’t remember what I actually did or how it turned out…
Good luck
Without any knowledge of what Angleman is referring to, I would rule it as follows:
Initiative: Cool vs. Cool
Round 1: Action and incidentals only, no Maneuvers. Downgrading an action to a Maneuver is legal. So if you’ve got Quick Draw, you’ll be able to attack. If not, you’ll be outdrawn and won’t get the first shot, even if you won initiative.
Round 2: No holds barred, just finish the fight. Possibly a narrative resolution rather than a hitpoint game, depending on the situation and the table’s preference.
(Fly Casual page 85)
Noon? I do my killin’ before breakfast! Seven o’clock!
Well, I thought to take the fair approach dueling at noon, so none of the duelists is forced to look into the sun.