The 3-Gun Ten Commandments

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Sanford-Springvale Fish & Game PA The 3-Gun Ten Commandments 1. Thou shalt not allow thy muzzle to point at any person! Thou shalt keep thy muzzle pointed downrange when drawing or holstering. Thou shalt not sweep thy neighbor, nor thy neighbor's wife, nor thy neighbor's ass (nor any other portion of their anatomy!) Safety! First, Last, and Always. 2. Thou shalt abide by all Club Safety Rules, and thou shalt have fun! 3. Protect thine eyes and ears at all times, be thee shooter or spectator. 3-Gun Match Program 22 May 2016 4. Except when shooting, loading, or unloading, thou shalt keep thy pistol holstered. 5. Thou shalt not close the action of thy rifle or thy shotgun until thou loadest it at the Load Station. Thou shalt open thy rifle's and thy shotgun s actions before leaving the stage. 6. Thou shalt show thy pistol clear, then holster it, with action closed and hammer down, upon ending thy stage. 7. Thou shalt not miss the Safety Meeting, and thou shalt pay attention whilst there. 8. Suffer not thy gun to fall upon the ground. A dropped gun is "Dead". Only the Range Officer may retrieve or pick up a dropped gun. 9. Suffer not thine ammunition to fall upon the ground. Dropped ammo is "Dead". It may only be retrieved by the brass pickers, after the shooter has completed the stage. 10. Be not a slacker! Thou shalt keep the stage moving, and do thy part to help score, count misses, reset or tape targets, and police the brass of thy brother and sister shooters. TODAY S MATCH GUNS TARGETS STAGE PISTOL RIFLE SHOTGUN PISTOL RIFLE SHOTGUN TOTAL 1 Run and Gun X X X 14 16 13 43 2 All Over Town X X X 14 8 15 37 TOTALS 28 24 28 80 160522_3gun.docx Page 1 16-May-16 14:12

3-Gun Safety Rules & Conventions Except where otherwise specified, we follow IMA (International Multi-Gun Association) Rules. Shooters under 18 must be accompanied throughout the match by a parent or legal guardian. SAFETY RULES All shooters and spectators on the range are required to wear eye and ear protection, anytime the range is "hot". Guns may only be loaded at the stage Loading Table or on the Firing Line. Due to limited space and the layout of our range facilities, only one shooter is allowed at the Loading Table at any one time. No one shall leave the immediate vicinity of the Loading Table with a loaded gun, except to proceed directly to the Firing Line. When moving between static shooting positions with a loaded long gun, the bolt must be open or the safety must be engaged. Cowboy long guns may also be moved with the hammer down on an expired cartridge. All abandoned guns must be either on safe - (if it has a safety, it MUST be engaged) - or empty. All guns must be cleared before leaving the Firing Line. All guns other than holstered pistols or revolvers shall have chambers open at all times, except when at the Loading Table or on the Firing Line. AMMO REQUIREMENTS ARMOR PIERCING, STEEL TIPPED, OR STEEL CORE AMMUNITION IS STRICTLY PROHIBITED. Shotgun shells must be #7-1/2 or smaller lead shot only. CONVENTIONS - UNLESS OTHERWISE SPECIFIED IN THE STAGE DESCRIPTION: LOADED TO CAPACITY is defined as having the maximum number of rounds loaded that the gun and magazine will hold, including one round in the chamber. PISTOLS: Shooters shall start each stage with a holstered pistol or revolver, loaded to capacity, including one round in the chamber. Shooters using Cowboy gear may start with two revolvers, but each must have an empty chamber under the hammer. STAGED GUNS: All staged guns shall be staged and restaged safely. How you stage 'em is up to you as long as they're safe. If it falls after you stage it, and it s not a prop failure, tough, that's a DQ; be more careful next time. Staged guns may be loaded to their full magazine capacity. A round may be chambered only at the direction of the Range Officer. Safety catch must be in the safe position. STARTING POSITION: If no starting position is given, the shooter may start any way they damn well please. Our way probably ain t your way, but that doesn t make either way wrong. You can start crouched down, standing upright, kneeling, slouched over, sitting, hands on guns, hand on ammo, face down in the dirt, finger up your nose... whatever. PORT ARMS is defined as: standing upright with the butt of the gun at or below the waist of the shooter and with the muzzle at or above the shoulder, pointed downrange. The gun must be held with one hand on the wrist or grip area of the gun and one hand on the forearm area. When starting with a gun at Port Arms, it should be loaded hot : with a round in the chamber. RELAXED READY: standing upright with the rifle or shotgun held in both hands, no higher than the navel, level and pointed downrange. A gun held at Relaxed Ready is loaded hot. LOW READY (Long Gun): butt of gun is mounted on the shoulder and muzzle is at or below the waist, pointed downrange. LOW READY (Handgun): the pistol is held in one or both hands and the muzzle is at or below the waist, pointed downrange. Guns held at Low Ready are also loaded hot. RANGE COMMANDS "THE LINE IS HOT; SHOOTER STAGE GUNS NEXT SHOOTER TO THE LOADING TABLE" The shooter shall leave the Loading Table and stage guns according to the Stage description. The next shooter shall move to the Loading Table and load guns. "SHOOTER READY? STAND BY" If the Shooter is ready, they need not respond. After "STAND BY" is given there will be a short delay before the buzzer sounds to begin firing. "SHOW CLEAR", "SLIDE FORWARD", HAMMER DOWN, "HOLSTER" (Kind of obvious) "THE RANGE IS CLEAR, NEXT SHOOTER STEP BACK, RESET AND TAPE TARGETS" The Shooter at the Loading Table will step away from the table, leaving all loaded guns on the table. Spotters will reset and tape targets as required. Firearms are not to be handled by anyone until "THE LINE IS HOT" is sounded. 160522_3gun.docx Page 2 16-May-16 14:12

SCORING & PENALTIES Par Time listed in the Stage Description is the maximum time allowed to complete the stage. Any target not engaged due to running over Par Time shall be scored as a MISS (+10 seconds). Final Score = Raw Time (from buzzer to last shot fired) + Penalties Knockdown targets must fall to count as hit. (All knockdown targets may be reengaged until down.) All paper/cardboard targets must receive one hit in the A zone or two hits anywhere on the target to count as Neutralized. Only one hit, outside the "A" zone = Failure to Neutralize. No Hits = Miss. (Extra hits incur no penalty.) NOTE: Cowboy Division shooters require only one hit anywhere on the target to count as Neutralized. Failure to Neutralize (FTN): +5 seconds each Procedural (i.e. Engaging targets in the wrong order): +5 seconds (One Procedural per Gun Max) Miss: +10 seconds each Target Not Engaged (TNE): +15 seconds each Stage Not Fired (SNF) Failure to shoot a Stage: Number of targets X 10 seconds Stage Disqualification (SDQ): 999 seconds for that Stage Match Disqualification (MDQ): 999 seconds for each Stage, and you're done shooting for the day Two Stage Disqualifications = Match Disqualification Breaking the 180 plane with the muzzle of any gun = SDQ Dropping or losing control of an UNLOADED gun = SDQ Dropping or losing control of a LOADED gun = MDQ A gun is deemed loaded if there is a round in the chamber, cylinder, or inserted magazine. Abandoned gun either not on safe or not empty = MDQ Sweeping anyone (other than yourself) with the muzzle of a gun (loaded or not) = MDQ Any rifle or pistol round fired over the berm = MDQ A negligent discharge that impacts any prop (other than fencing) or impacts within 10 feet of any person = MDQ RESPONSIBILITIES We're a small group here, so everyone who participates in our 3-Gun Matches needs to pitch in and do their part in helping out wherever they can, whether it be keeping score, resetting targets, taping targets, spotting, or running the timer. Anyone who'd like to show up early to help set up targets, props, etc. is VERY welcome! Same if you'd like to hang around after and help us tear down and put stuff away. RANGE OFFICER / TIMER OPERATOR The Range Officer / Timer Operator keeps everything running on schedule... or at least tries to. They ensure that each shooter is ready to participate, times each stage, and assists the shooter to make sure that everything goes well. SCORE KEEPER The Score Keeper enters the elapsed time and any bonuses, misses, or procedurals on each scorecard. Don't be afraid to keep score! It ain't rocket science! SPOTTERS The Spotters count misses, reset knockdown targets, and paste paper targets between shooters. The more Spotters we have, the quicker the next shooter gets to the line. (They can also help police spent brass if they're so inclined.) SAFETY OFFICER Everyone's a Safety Officer. If you see someone do anything you think is unsafe, let the Range Officer or Match Director know immediately. TARGET RESETTERS We need as many people as possible to pitch in and tape or reset targets if we want to finish the match in a reasonable amount of time. The more people helping out with this, the less time it will take before you can shoot again. 160522_3gun.docx Page 3 16-May-16 14:12

Stage 1 Run and Gun Target Count 12 pistol 14 rifle 13 shotgun Starting Position Standing behind table A with safely holstered pistol(s), shotgun held at Low or Relaxed Ready. Rifle safely staged on table B, loaded to capacity, action closed, safety engaged. Shooting Sequence Except where noted, targets may be shot in any order. Any reloads required may be done at any time. At the buzzer, engage shotgun targets from Position A. Move to Position B and engage rifle targets. Move to C and engage pistol targets. 160522_3gun.docx Page 4 16-May-16 14:12

Stage 2 All Over Town Target Count 14 pistol 8 rifle 15 shotgun Starting Position Standing in doorway at A with safely holstered pistol(s) loaded to capacity, hands on doorframe. Rifle safely staged on Table D, loaded to capacity, action closed, safety engaged Shotgun safely staged in window at E, loaded to capacity, action closed, safety engaged, Shooting Sequence Except where noted, targets may be shot in any order. Any reloads required may be done at any time. At the buzzer, engage two IDPA targets thru Window B, engage next two IDPA targets thru Window C, and engage remaining pistol targets thru open wall. Safely abandon pistol in box on stove. Move to D and engage rifle targets. In any order, engage shotgun targets, either thru Window E or G, by stepping thru door to Position F, or any combination thereof. 160522_3gun.docx Page 5 16-May-16 14:12

2016 NE SEACOAST SERIES TOURNAMENT This year, in conjunction with Sanford-Springvale Fish & Game Protective Association, we are holding an eight-match Tournament - four matches here at Country Pond, and four matches at Sanford-Springvale in North Berwick, ME. Tournament participation is entirely optional. There is no requirement to enter the Tournament to shoot any individual matches. Shooters may enter as many or as few Tournament matches as they wish, but Tournament standings will be based on the total number of points attained throughout the season, so more is definitely better if you want to place well. Shooters wishing to participate in the Tournament must make their intentions known at each match registration. There will be an additional $5.00 fee to cover end-of-year trophy and prize costs. NOTE: Contrary to rumors you may have heard, there will be no CASH prizes. Tournament Points are attained based on where the shooter finishes in relation to the number of shooters participating. For example, if you came in 2nd (by total time) for a stage where 17 shooters participate, you would get 16 points. (1st place would get 17 points, 3rd would get 15 points, 4th would get 14 points, etc.) Points will be accrued for each STAGE fired. At the end of the season, points from all matches will be totaled and whoever has the most points wins. We plan to award prizes to AT LEAST the Top Five finishers. TOURNAMENT MATCH SCHEDULE 24 April 22 May SSFGPA 26 June 31 July 28 August 18 September SSFGPA 9 October SSFGPA 30 October 160522_3gun.docx Page 6 16-May-16 14:12