The Bullet Trap Pistol League Rules and Procedures Winter 2019

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Transcription:

Purpose Safety The Bullet Trap Pistol League The Bullet Trap wishes to enhance the shooting experience of its customers by providing an environment where shooters of all skill levels can practice and improve their pistol marksmanship in an atmosphere of camaraderie and friendly competition with fellow shooters. As always, SAFETY IS OUR HIGHEST PRIORITY. We want everyone to enjoy their league experience, but it s no fun if someone gets hurt. To this end: Eligibility All range rules and safety procedures will be in full force during the competition. Guns must be cased and unloaded at all times when outside of the range. Guns MUST be uncased and re-cased ONLY in the shooting booth. Uncased guns MUST be pointed in a safe direction at ALL TIMES. Shooters must heed and obey all commands of the Range Commander. Each magazine may contain ONLY the number of rounds specified for the set (typically 5 rounds). DO NOT insert the magazine into the gun until the lock and load command is given. Revolver shooters: DO NOT close the cylinder or loading gate until the lock and load command is given. The Bullet Trap Pistol Leagues are open to all Bullet Trap members. League Structure Caliber Leagues: Shooters are organized into three leagues based on bullet caliber: Small Caliber League:.22 cal,.25 cal, and.32 cal Medium Caliber League:.38 cal,.380 cal, 9 mm,.357 cal Large Caliber League:.40 cal, 10 mm,.44 cal,.45 cal If there are fewer than 8 people shooting large caliber weapons, the Large Caliber League will be merged into Medium. Individual Competition- All shooters will compete for prizes based on their individual scores within their respective caliber league. See "Prizes" for details. Team Competition- Caliber League shooters may form teams to compete for prizes based on aggregate team scores. See "Prizes" for details. Team formation rules are as follows: Optional- Team participation is optional. Shooters who do not join a team will be eligible only for individual prizes. Page 1

Equipment The Bullet Trap Pistol League 4-Members- Each team will consist of 4 members. Caliber Independent- Teams can be composed of members shooting the same caliber or mixed caliber. Multi-caliber shooters can be on one team for each caliber they shoot. Handicap Based- Team scores will be the sum of the raw scores of the individual members plus their handicaps. Individual handicaps will be calculated each week as the difference between the shooter's average of the three best scores from the last five matches, and the basis score of 400 points. So, a shooter with an average of 400 points or better will have a handicap of zero. A shooter with an average of 275 will have a handicap of 125. If the same shooter fires a raw score of 290, he will contribute a net score of 415 to the team total. The maximum handicap is 200. Formed After Week 3- Due to the handicap calculation, teams will be formed after the third match of the season. Firearm: Any handgun firing the above calibers in either standard or magnum load, and having a capacity of at least 6 rounds, may be used in competition. Revolvers may be double action or single action, but any revolver (especially single action only) may be at a disadvantage in some circumstances (See Course Of Fire). Sights: All competitions in the Caliber Leagues will be fired using OPEN SIGHTS ONLY. Open sight enhancements such as hooded front sight, white dots, day glow dots, and night glow dots are permitted. Optical aids or pointing devices such as scopes, red dots, holographs and lasers are NOT PERMITTED. Ammunition: Shooters will provide their own ammo. Reloads are permitted, but the shooter is responsible for its reliability and compatibility with the firearm. Limited alibi provisions will be made for misfires and squib rounds (see Alibi Rules below). League Schedule The 12-week 2019 Winter season will begin on Monday, January 14, with the last match on April 1. Regular Matches: League matches will be on Mondays starting a 5:00 PM until roughly 7:30 PM. Relays will be a maximum of 8 shooters, with the first relay taking to the range promptly at 5:00 PM. The course of fire normally takes about 20 minutes, so successive relays will start at intervals of 20 minutes. Relays will be formed on a reservation or standby basis. Reservation: Spots on a relay can be reserved online like a golfing tee time. The Weekly Newsletter will contain a link to the reservation web page and instructions for reserving Page 2

a start time. Relay start times are approximate. You should be in the building and ready to take to the range at least 10 minutes prior to your start time. If you arrive after your relay start time and the relay is already on the range, you will go on Standby status. Standby: Shooters who do not reserve a relay online will be assigned to open relay spots on a first-come-first -served basis. All Standby shooters MUST BE IN THE BUILDNG no later than 6:50 PM. Otherwise you may not arrive in time for the last relay. Shooters arriving after the last relay starts will not be allowed to shoot and must fire a make-up match. Make-up Matches: Missed matches can be made up as follows A missed match can be made up on Monday OF THE FOLLOWING WEEK. The Monday make-ups will immediately follow the last relay of the regular match. A maximum of 3 makeup matches will be allowed per shooter per league. Team Make-Ups- If a team member misses a match, he/she will be given a blind team score equal to 80% of their average and no handicap. If the shooter fires a make-up the following week (see "Make-Up Matches"), the make-up score with handicap will replace the blind score. If the shooter fails to shoot the make-up, the blind score will stand. Fees League fees cover range time, targets, the end-of-season banquet, and prizes, and are payable each week at the beginning of each match or makeup night. Shooters may participate in any or all of the leagues based on a sliding fee scale: Prizes One league- $15 Any two- $25 All Three- $30 Individual Prizes Prizes for individual competition will be in the form of gift cards redeemable for merchandise at The Bullet Trap, and will be awarded based on aggregate scores for the season as follows. Caliber Leagues: Prizes in the Caliber Leagues will be distributed using the Lewis Class System. The Lewis Class System is generally recognized as the fairest method of distributing prizes in a tournament composed of individual competitors with widely varying skills. It provides an opportunity for all competitors to share in the prizes and encourages skill improvement to move within each class and into the higher classes. The Lewis method has well defined procedures Page 3

governing how to handle tie scores, uneven class size and others. For a complete explanation, follow this link: http://www.ga-sportingclays.org/lewissystem.pdf Here is the gist of how it works: In a straight tournament, X number of prizes would be awarded to the top X shooters in each caliber league, so the best shooters always walk away with everything. In a Lewis tournament, shooters in each league are still ranked by score, but the ranking is further sub-divided into classes, and the prizes are distributed to the top shooters in each class. Several methods can be used to determine the class structure and prize distribution. In our case, we will have 3 classes per league with a minimum of 4 shooters in a class. A league with 7 or fewer shooters will have only 1 class. A league with 8-11 shooters will have only 2 classes. The prizes will be awarded to the highest season score in each class as follows: Class I Class II Class III $25 $20 $15 Thus, there can be up to 3 prizes awarded in each league totaling $60. To be eligible for a prize, a shooter must complete a minimum of 10 matches. To illustrate how this will work, consider a league with 14 shooters. At the end of the season, the field would be ranked by aggregate score from 1 st to 14 th, just like a straight tournament. Then the class structure would be applied. Class I would be the top four shooters, Class II would be the fifth through seventh placed shooters, and Class III would be the tenth position and below. The prize distribution would then be: Class I Class II Class III 1 st place- $25 5 th place- $20 10 th place- $15 The Class structure will change from week to week as scores accumulate, and will be shown starting in Week 4 on the weekly standings sheets e-mailed to all members. This provides the opportunity for shooters of all skill levels to vey for a prize position throughout the season. Team Prizes Weekly- Each week, the team with the highest total net score (raw scores plus handicaps) will be awarded a cash prize of $20 ($5 per team member). The team score will include blind scores for any team members who miss the match. The award WILL NOT be adjusted for subsequent make-up matches. Season- A point system will be used to determine the seasonal champions. Each week, points will be awarded to the three teams with the best total net scores; 3 points to the Page 4

highest, 2 points to the next highest, and 1 point to the third highest. The point awards WILL be adjusted for subsequent make-up matches. Team points will be accumulated for the season and the three teams with the highest point totals at the end of the season will receive BT gift cards as follows: 1st Place- $40 per team member ($160) 2nd Place- $30 per team member ($120) 3rd Place- $25 per team member ($100) Most Improved Award In addition to the Class and Team prizes, there will be a $25 gift card awarded to the most improved shooter in each league. The prize will be awarded based mainly on a combination of scores in Week 3 and Week 11, the shooter's 3-week moving average throughout the season, and the League Coordinator's assessment of the shooter's overall performance. Course of Fire (COF) Generally, each COF will require 50 rounds of ammunition fired on 2 or 3 targets. Each target will be fired in sets of 5-10 rounds each. All sets will be timed, ranging from 30 seconds to 10 seconds depending on the scenario. Targets will typically be repositioned between each set. Target and stage scenarios will vary each week and will be published on The Bullet Trap website by the Wednesday following each match. In addition, the COF will be explained by the Range Commander at match time. Note: Some COFs require a reload on the clock, so, it is advisable to have at least one extra magazine (semi-autos) or a speed loader (DA revolvers). Single action revolvers will be at a disadvantage. Range Commands: Shooters will be guided through each set of the COF by commands from the Range Commander. Shooters will take action only when instructed to do so. The range commands are grouped into Preparation, Lock and Load, Commence Fire, and Cease Fire. Preparation Range Commander: Shooters, prepare your magazines with X rounds for the next set and move your targets to XX feet when you are ready to start Shooter: Insert the specified number of rounds into an empty magazine. DO NOT load the magazine into the gun at this time. Page 5

NOTE: Revolver shooters, you may insert rounds into the chambers at this time, but DO NOT close the cylinder or loading gate until the Lock and load command is given. When ready to proceed with the set, the shooter moves the target carrier to the distance specified by the Range Commander. When all targets are at the correct position, the Range Commander assumes that all shooters are ready to load. Lock and Load Range Commander: Shooters, lock and load X rounds. Assume a ready position Shooter: Insert a loaded magazine into the gun and close the action. Revolver shooters may close cylinders and position the first round at this time. Grip your gun as per your style, KEEPING YOUR TRIGGER FINGER ON THE GUN FRAME, assume a ready position and wait for the signal to commence firing. A ready position means that the muzzle of your gun is well below your shoulders so that the gun must be raised significantly to engage the target once the command to fire is given. Acceptable ready positions are: Low Ready: A low ready position means that your gun is held with arms fully extended at an angle approximately half way between straight down (vertical) and the shooting position (horizontal) with finger off the trigger. Your hands must be well below your shoulders and the muzzle basically pointed at the floor about 15 feet downrange. Contact Ready: At contact ready, the gun is held with both hands, finger off the trigger, grip against the torso, with forearms parallel with the floor and elbows against the ribs. The Range Commander will not allow you to fire until you are at a proper ready position. Commence Firing Range Commander: Shooters, you will have (xx min/sec) to fire ( course of fire). Within a few seconds, the Range Commander will announce COMMENCE FIRING!. Shooter: If you are NOT ready to proceed with the set, shout loudly NOT READY ON LANE!. The Range Commander will wait a bit and then repeat the COF call. At the commence firing command, raise you gun from ready and engage the target. Page 6

Cease Fire Range Commander: When time has expired for the set, the Range Commander will announce CEASE FIRE! Make your guns safe! Alibis Shooter: Cease firing, clear your gun and lay it on the tray, action open. This completes the set. Await the next command. Shooter: If, while firing the set, the shooter experiences a misfire, failure to feed, or other gun/ammo malfunction that prevents completing the set, the shooter must IMMEDIATELY lay the gun on the booth table (muzzle pointing downrange) and step out of the shooting booth. When the set is complete, the Range Commander will assess the malfunction and determine if an alibi will be allowed. Most gun and ammo malfunctions are valid alibis. Examples: Failure to feed Failure to extract/eject Failure to fire/squib Double Feed Stove Pipe Shooter errors are NOT alibis. Typical examples Did not load enough rounds in the magazine Did not charge the first round Did not insert the magazine securely Did not disengage safety Engaged it while shooting If the alibi is valid, the shooter will be allowed to complete any unfired rounds as directed by the Range Commander. IMPORTANT: All alibis must be validated by the Range Commander. Therefore, the shooter must not attempt to clear the malfunction. If the shooter attempts to clear the malfunction or otherwise tampers with the gun before the Range Commander inspects it, the alibi will not be allowed. Alibi Restriction: Excessive malfunctions are disruptive to the flow of the match and lengthen an already tight schedule. Therefore, a shooter who experiences more than 2 alibis for any reason will not be allowed additional alibis. Page 7