2017 Rules

SPEEDING ON THE RANGE ROADS . 15 MPH LIMIT IS STRICTLY ENFORCED. IT’S NOT OUR PROPERTY, PLEASE REPSECT THE LAND OWNERS PROPERTY.

 

1.1 Participants are subject to match disqualification for violation of any rule or regulation in sections 1 or 2.2. The match will be run on a COLD RANGE.
1.2 COLD RANGE (definition): Participants firearms will remain unloaded (no ammo or magazine in gun) at the match site except under the direction of a match official.
1.3 Designated Safety Areas
1.3.1 Safety Areas will be clearly marked with signs, OR indicated by the Range Officers.
1.3.2 Unloaded firearms may be handled and/or displayed only in the Safety Areas or Vehicle.
1.3.3 No ammunition may be handled in any Safety Area.
1.4 Long guns (carry from vehicle or between stages)
1.4.1 Long guns should be cased or carried with the muzzle up or down. Long guns should be carried with actions open and detachable magazines removed.
1.5 No participants or spectators shall consume or be under the influence of alcohol or non-prescription drugs at the match site before or during shooting. Any participant found to be impaired and deemed unsafe as a result of legitimate prescription drugs may be directed to stop shooting and requested to leave the range.
1.6 Eye and Ear protection is mandatory for participants, spectators and range personnel while on or near a stage of fire.

  1. Disqualifications:
    2.1 Match disqualification will result in complete disqualification from the match. Shooter will not be allowed to continue with the match and will not be eligible for prizes nor a free entry into next year’s match. Final decision is with the Match Director.
    2.2 Match disqualification for negligent discharge.
    2.2.1 “Negligent Discharge” is defined as the unintentional discharge of a firearm.

2.3 A participant shall be disqualified from the Match for dropping a LOADED (loaded is defined as any ammunition inside the gun, including magazines, shotgun tubes and chamber) firearm during the Make Ready command, while running a stage and Unload and Show Clear. Range Master or Match Director can alter, over rule or change this rule at their discretion. If an empty (Empty is defined as no round in the chamber, no magazine inserted, no rounds in shotgun tube), pick it up and carry on without penalty.
2.4 A participant shall be disqualified from the Match for allowing the muzzle of his/her loaded firearm to break the safety plane of the designated shooting area.
2.5 A participant shall be disqualified from the Match for unsportsmanlike conduct.
2.6 A participant will earn a Stage DQ for abandoning an unsafe gun.
2.7 Cheating
2.7.1 Intentionally altering targets prior to them being scored to gain an advantage or to avoid a penalty
2.7.2 Altering or falsifying score sheets.
2.7.3 Altering the configuration of firearms or equipment to gain advantage (See rule 5.3, 5.4, 5.5).
2.7.4 Altering the course of fire. (i.e., moving props and or targets) This includes, but is not limited to, the repositioning or altering of targets, no-shoots, barriers, barrels, walls, tables, grounding containers, fault lines, painted markings, banners, trees, bushes or anything else deemed by match officials to create an unfair advantage.
2.8 Consuming or be under the influence of alcohol or non-prescription drugs at the match site while shooting is taking place.
2.9 Shooting prohibited ammo (see 4).
2.10 Failing to help reset and/or tape targets. (One warning will be issued by the RO on the stage.)
2.11 This is not an all-inclusive list of unsportsmanlike
conduct.
2.12 A participant shall be disqualified for unsafe gun handling. This includes, but is not limited to: handling a gun while people are down range, handling a gun on a stage without permission of the range officer, dropping a loaded gun,

2.12.2 Not resetting after numerous reminders.
2.13 All disqualifications will be issued by the Range Master or Match Director.
2.14 If you receive two Stage DQ’s in a single match, it is a Match DQ. Your head is obviously not in the right place.
2.15

  1. Sportsmanship & Conduct
    3.1 Participants and spectators are expected to conduct themselves in a courteous, sportsman-like manner at all times. Disputes will be handled promptly and fairly by the Range Master or Match Director.
    3.2 Clothing with any offensive or obscene logos, sayings, pictures or drawings will not be worn or displayed while at the match site/range. 3.4 Reshoots may only be authorized by the Range Master or Match Director.
  2. Ammunition
    4.1 Shotgun ammunition will be 20 gauge or larger.
    4.1.1 No steel shot ammunition allowed.
    4.1.2 Slugs may be prohibited on some targets.
    4.2 Rifle ammunition shall be .223 or larger
    4.2.1 No Steel core ammo allowed (Note: Steel cased is ok, as long as the projectile isn’t steel core. If you are in doubt, see if the projectile (not case) sticks to a magnet. If it DOES NOT, you’re good. If it DOES, using a pair of wire cutters, cut the tip of the bullet off approx. 1/8” back. If you CAN’T cut it, it’s steel core and CAN NOT be used. If you CAN cut it, it’s lead and CAN use it.0 This rule applies to both steel and paper targets.
    4.2.2 Rifle ammo may not exceed 3,000 feet per second from your gun. (This causes damage to targets).
    4.3 Use of prohibited types of ammunition will result in a match disqualification.
  3. Firearms
    5.1 All firearms used by competitors shall be serviceable and safe.
    5.2 If a competitor’s firearm becomes unserviceable during competition, that competitor may replace his/her firearm with another of the same, or similar, model, caliber and sighting system approved by the Match Director or the Range Master
    5.3 For purposes of this ruling, a “firearm” consists of a specific caliber, receiver, barrel, stock, and sighting system combination.
    5.4 The same firearm system, for each gun, per Rule 5.3, shall be used during the entire match.
    5.5 Competitors may not reconfigure any firearm during the course of a match. (i.e. change caliber, barrel length, shotgun magazine tube length, sighting systems or stock; changing shotgun choke tubes is not considered a reconfiguration).
  4. Firearms Classifications: 6.1 Three Gun Match 6.2 Shotgun Match 6.2 Steel Match
    6.1 Three Gun Match
    6.1.1 Open Division: Shotgun: Box fed, unlimited capacity, speed loading devices (sticks), electronic/holographic sights are allowed.
    6.1.2 Open Division: Rifle: Bipods, more than (1) holographic or electronic sights are allowed.
    6.1.3 Open Division: Pistol: Comps, Barrel Ports, Holographic sights, and up to 170mm magazines are allowed.
    6.1.4 Tactical Optics Division: Shotgun: Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
    6.1.5 Tactical Optics Division: Rifle: No bipods. (1) Holographic or electronic, magnified optic allowed. Back up or Offset Iron sights are allowed.
    6.1.6 Tactical Optics Division: Pistol: No barrel ports or comps. Iron sights only. Up to 140mm length magazines.
    6.1.7 Tactical Irons Division: Shotgun: Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
    6.1.8 Tactical Irons Division: Rifle: No bipods. (1) Holographic or electronic, NON-magnified optic allowed. Back up or Offset Iron sights are allowed.
    6.1.9 Tactical Irons Division: Pistol: No barrel ports or comps. Iron sights only. Up to 140mm length magazines.
    6.1.10 Heavy Irons Division: Shotgun: 12 Gauge Pump Shotgun Only, Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
    6.1.11 Heavy Irons Division: Rifle: Minimum Caliber .308 WIN. 25 round magazine max. No bipods. (1) Holographic or electronic, NON-magnified optic allowed. Back up or Offset Iron sights are allowed.
    6.1.12 Heavy Irons Division: Pistol: .45 ACP caliber. 10 Round magazine max. No barrel ports or comps. Iron sights only.
    6.1.13 Heavy Optics Division: Shotgun: 12 Gauge Pump Shotgun Only, Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
    6.1.14 Heavy Optics Division: Rifle: Minimum Caliber .308 WIN. 25 round magazine max. No bipods. (1) Holographic or electronic, magnified optic allowed. Back up or Offset Iron sights are allowed.
    6.1.15 Heavy Optics Division: Pistol: .45 ACP caliber. 10 Round magazine max. No barrel ports or comps. Iron sights only.
    6.2 Shotgun Match
    6.2.1 Open Division: Shotgun: Box fed, unlimited capacity, speed loading devices (sticks), electronic/holographic sights are allowed.
    6.2.2 Semi-Auto Division: Shotgun: Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
    6.2.3 Pump Division: Shotgun: Pump action only. Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
  5. 6.2.4 PCC- Pistol Caliber Carbine- As of today (July 25, 2017), all PCC falls in the same division. PCC division may replace ONLY ONE gun per stage with their PCC. You can not replace more than one gun per stage.
    6.3 Steel Match
    6.3.1 Production Division Pistol: No barrel ports or comps. Iron sights only. Only 10 rounds in any magazine after the start. 10 in the magazine and 1 in the chamber is ok to start with.
    6.3.2 Limited Division Pistol: No barrel ports or comps. Iron sights only. Up to 140mm length magazines.
    6.3.3 Open Division Pistol: Comps, Barrel Ports, Holographic sights, and up to 170mm magazines are allowed.
    6.3.4Rimfire Rifle Limited Division: No barrel ports. Iron sights only. No magazine restriction.
    6.3.5 Rimfire Open Division: Comps, Barrel Ports, Holographic sights, and are allowed. No magazine restriction.
    6.3.6 Rimfire Pistol Limited Division: No barrel ports, comps or holographic sights allowed. Only 10 rounds in any magazine after the start. 10 in the magazine and 1 in the chamber is ok to start with.
    6.3.7 Rimfire Pistol Open Division: Comps, Barrel Ports, Holographic sights, are allowed. No magazine restrictions.
    6.4 Any violation of the above division rules will put you in the Open division
    6.5 No changing divisions during the match, unless bumped to Open by RM or MD
  6. Scoring
    7.1 Scoring per stage will be time plus penalties/points. Stage points will be assigned when stages are announced. A maximum time allowed to shoot any stage may be set prior to the start of the match.
    7.1.1 Any paper target designated as a “shoot” target requires
    Rifle and Pistol: (All divisions except Heavy) One (1) hit in the A or B area or two hits inside the outermost scoring perforations on the target. Rifle or Pistol: (Heavy Divisions Only) Requires one (1) hit inside the outermost scoring perforations on the target. Slug: Requires one (1) hits inside the outermost scoring perforations on the target.
    7.1.2 Falling targets must fall to the ground to score. No ‘spinning’ targets are used
    7.1.3 Static targets must be struck solid enough to cause an audible sound or visible impact by the R.O. Only R.O.’s will call hits.
    Penalties.
    Failure to Neutralize: Shooter only has one hit on paper but it’s not in the A or B area: 5 seconds
    Unhit: Shooter fired at it bust did not hit it: 15 seconds
    Each hit on a designated “No-Shoot” target: 5 seconds
    Missed Flying Clay: 5 seconds
    Failure to rotate Spinner: 25 seconds
    Greater than 50 yards:
    Failure to Neutralize: Shooter only has one hit on paper but it’s not in the A or B area: 10 seconds
    Unhit: Shooter fired at it bust did not hit it: 20 seconds
    Not shooting the correct ammo or within the shooting area or stage description at the target receives an Unhit penalty if the target becomes non shootable. Example: Shoot buck shot at a slug target and shooter doesn’t follow it up with a slug shot before the end of the course of fire.
    Each hit on a designated “No-Shoot” target: 5 seconds
    7.1.4 Procedurals: Firing a shot outside of the designated shooting area: 5 seconds per shot fired. Plus the shots fired won’t be scored. If a falling steel is knocked down while shots fired outside the shooting area, the shooter will receive a Unhit penalty because it was not engaged from the shooting area.
    Hitting a non slug steel target: Stage DQ.
    Failing to engage targets with the correct gun per the stage description will receive a Unhit target penalty per target.
  7. Standings
    8.1 First Place (lowest time) for each stage, in each division, will receive 100% of the points available for that stage. Second place and below will receive points on a percentage basis from the first place time multiplied by the number of stage points.
    8.2 All divisions will be scored separately.
    8.3 Total points accumulated for all stages will determine match placement by division.
    8.4 Highest score in each division wins.
  8. Coaching
    9.1 Unpopular with most matches, but we highly encourage coaching from your shooting buddy, while you’re on the clock!! You won’t hear a word from the R.O., as their job is to maintain a safe and fair shooting environment.You͛re responsible for assigning a shooting coach. They can call out your load sequence on shotgun, hand you ammo or magazines or whatever. They CAN NOT call your hits on targets. They CAN NOT hand you a loaded gun. They can, however, hand you an empty gun if yours go down. There will be a table at every stage that you can stage your back up or buddys gun on, should you need it. Before you place back up guns on the table, grab an RO and let them verify its empty. Empty is defined as no round in the chamber, no magazine inserted, no round on a shotgun lifter, no round in the shotgun tube. No round in a Side Saddle of a shotgun. Completely Empty means completely empty. If you hand a shooter a loaded gun while they͛re on the clock, you have earned a Match DQ. If you͛re gun goes down, you must empty it and show the RO it͛s empty before it͛s handed to your shooting coach. If it͛s not empty, you can͛t pass it off. If you’re Running another gun to a shooter, it must be carried muzzle straight up. Breaking any of these rules results in a Match DQ
  9. Arbitration Rules & General Principles
    10.1 Administration – Occasional disputes are inevitable in any competitive activity governed by rules. It is recognized that at the more significant levels of competition, emotions run high and the outcome is much more important to the individual competitor. Remaining calm and rational while arbitrating disputes will make this unpleasant job easier.
    10.2 Access – Protests may be submitted for arbitration except the actual scoring of targets. Protests arising from a safety infraction will only be accepted to determine whether or not an infraction as described by the range official was in fact unsafe.
    10.3 Appeals – Decisions are made initially by the Range Officer for the stage or area. If the complainant disagrees with a decision, the Range Master should be summoned and asked to rule. If a disagreement still exists, the Match Director must be summoned and asked to rule. His decision is final. Under no circumstance will any kind of hollering or unprofessional attitude be tolerated. If this happens, you will be escorted from the property and banned from coming back.
  10. Slings
    Slings may be required during the course of fire on Shotgun and 3 Gun matches. You can sling your long gun, muzzle up or down, your choice. The 180 rule doesn’t start until a round goes in the chamber.
    11.1 Rifles will be slung with no magazine inserted, no round in the chamber and bolt forward.
    11.2 Shotguns will be slung either A) tube loaded to division capacity, no round in the chamber or on the lifter. B) Completely empty, no rounds in the tube or chamber. If a sling fails or long gun hits the ground and it is EMPTY (no round in the chamber, lifter or tube) pick it up and carry on without a penalty. If a loaded gun hits the ground (rounds anywhere in the gun-magazine, chamber, lifter, tube) and is not in your control, it is a match DQ.