DEL-TONE/LUTH GUN CLUB TACTICAL SHOTGUN CHAMPIONSHIP SPONSORED BY:

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2012 DEL-TONE/LUTH GUN CLUB TACTICAL SHOTGUN CHAMPIONSHIP SPONSORED BY:

TITLE SPONSORS AND COMPONENTS 2

MATCH SPONSORS GOLD SILVER 3

MATCH SPONSORS BRONZE CONTRIBUTOR 4

1. Safety Rules MATCH RULES 1.1 Participants are subject to match disquali cation for violation of any rule or regulation in sections 1 or 2. 1.2 The Nordic Components Shotgun Championships (herein referred to as the "Match") will be run on a COLD RANGE. 1.2.1 COLD RANGE (de nition): Participants shotguns will remain unloaded at the match site except under the direction of a Match Of cial. 1.3 Designated Safety Areas 1.3.1 Safety Areas will be clearly marked with signs. 1.3.2 Unloaded shotguns may be handled and/or displayed only in the Safety Areas. 1.3.3 No ammunition may be handled in any Safety Area. 1.4 Shotgun carry from vehicle or between stages 1.4.1 Shotguns should be cased or carried/slung with the muzzle up or down. 1.4.2 Shotguns should be carried with actions open and detachable magazines removed. 1.5 No participants or spectators shall consume or be under the in uence of alcohol or nonprescription drugs at the match site. 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 protection is mandatory for participants, spectators & range personnel at the match site. 1.7 Ear protection is mandatory for participants, spectators & range personnel while on or near a stage of re. 2. Disqualifications 2.1 Match disquali cation will result in complete disquali cation from the match. Shooter will not be allowed to continue with the match and will not be eligible for prizes nor a refund of match fees. Final decision is with the Match Director. 2.2 Match disquali cation for negligent discharge (ND) 2.2.1 "Negligent Discharge" (ND) is de ned as the discharge of a shotgun in an unsafe manner or unintentionally in which a projectile (bullet) strikes the ground within 50 feet of the competitor or range of cer, or outside the con nes of the backstop. 2.3 A participant shall be disquali ed from the Match for dropping a loaded shotgun, or dropping a shotgun while in the loading/unloading process. 2.4 A participant shall be disquali ed for allowing the muzzle of his/her loaded shotgun to break the safety plane. 2.5 A participant shall be disquali ed for unsportsmanlike conduct. 5

2.5.1 Cheating MATCH RULES 2.5.1.1 Intentionally altering targets prior to them being scored to gain an advantage or to avoid a penalty. 2.5.1.2 Altering or falsifying score sheets. 2.5.1.3 Altering the con guration of shotguns or equipment to gain advantage (See Rules 5.3, 5.4 and 5.5). 2.5.2 Consuming or be under the in uence of alcohol or non-prescription drugs at the match site while shooting is taking place. 2.5.3 Shooting prohibited ammunition (see Rule 4). 2.5.4 This is not an all-inclusive list of unsportsmanlike conduct. 2.6 A participant shall be disquali ed 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 of cer, abandoning a gun in an unsafe manner or direction. 2.7 Stage Disquali cations may be issued for various infractions at the discretion of the Range Master or Match Director. 2.8 All disquali cations will be issued by the Range Master or Match Director. 3. 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. 3.2 Any competitor with a proven handicap may request, or be required, to shoot the courses of re other than intended, but may incur a penalty in time/points per string or per stage. The Match Director will rule on any such request on a case-by-case basis. 3.3 Range Of cers may assess additional unsportsmanlike conduct penalties to competitors that intentionally fail to make a good faith effort to engage and hit targets in order to gain advantage. The Range Master and Match Director shall be the nal arbiters of any such penalties. 3.4 Reshoots may only be authorized by the Range Master or Match Director. 4. Ammunition 4.1 12 ga. buckshot must have no more than 9 pellets and be 00 buck or 000 buck. 4.2 20 ga. buckshot must have no more than 20 pellets and be #3 buck. 4.3 Use of prohibited types of ammunition may result in a stage or match disquali cation. 4.4 Birdshot shall be 7.5, 8, 9, or 12 shot, 2 3/4 or 3 inch shells. 6

5. Shotguns MATCH RULES 5.1 All shotguns used by competitors shall be serviceable and safe. 5.2 If a competitor's shotgun becomes unserviceable during competition, that competitor may replace his/her shotgun 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 "shotgun" consists of a speci c caliber, receiver, barrel, stock, and sighting system combination. 5.4 The same shotgun system, per Rule 5.3, shall be used during the entire match. 5.5 Competitors may not recon gure any shotgun during the course of a match. (i.e. change caliber, barrel length, sighting systems or stock style). 6. Shotgun Classifications 6.1 Open Division 6.1.1 Capacity restrictions: none 6.1.2 Optics, speed-loaders, compensators and porting are allowed. 6.2 Standard Division 6.1.1 Capacity restrictions: a maximum of 9 rounds can be in the gun at the start of a stage. After the start signal there are no capacity restrictions. 6.1.2 Optics, speed-loaders, compensators and porting are not allowed. 6.3 Standard Manual Division 6.3.1 All requirements are the same as the Standard Division (see 6.2) except that the rearm must be manually operated (i.e. pump). 7. Scoring 7.1 Steel targets must fall to be neutralized unless otherwise speci ed in the stage description. 7.2 Paper targets may require more than one hit to neutralize but if so, this will be speci ed in the stage description. 7.3 Knock-down or popper targets must fall to count as a hit. 7.4 Certain stages will have "no-shoot" or "hostage" targets. If the competitor hits a no-shoot target they will be assessed a 5-10 second penalty from their overall score for each hit on the no-shoot. 7.5 No shoots will incur a 10 second penalty. 7.6 Frangible aerial targets will incur a 5 second penalty for a failure to neutralize. They must be engaged to avoid a failure to engage penalty. 7.7 The penalty for a failure to engage and neutralize is a 15 second penalty. 7

MATCH RULES 7.8 The failure to neutralize penalty is a 10 second penalty. 7.9 The MGM spinner targets require a full rotation to score. The RO will call an "Over" to assist with the scoring of this target. The penalty for not rotating this target is 60 seconds. 7.10 Stage scores will be calculated as raw time + penalties = adjusted time. Each stage will have a maximum number of stage points based on the number of targets available in that stage. The competitor who completes the stage with the fasted adjusted time will earn the maximum stage points. All other competitors will earn a percentage of the total based on their adjusted time, compared to the leader. 7.11 A maximum time will be established for each stage and will be speci ed in the stage description. 8. Arbitration Rules & General Principles 8.1 Administration Occasional disputes are inevitable in any competitive activity governed by rules. It is recognized that at the more signi cant 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. 8.2 Access Protests may be submitted for arbitration except the actual scoring of targets. However, protests arising from a disquali cation for a safety infraction will only be accepted to determine whether or not an infraction as described by the range of cial was in fact unsafe. The commission of the infraction may not be protested. 8.3 Appeals Decisions are made initially by the Range Of cer 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. The Match Director's decision is nal. NOTE! Stages and targets may change from what is listed in this booklet. ALL targets worth 5 point each. 8

MATCH SCHEDULE FRIDAY Match Staff and Personnel, Range Of cers SATURDAY Shooter s Meeting: 7:30 AM Shooting starts at 8:00 AM ST1 ST2 ST3 ST4 ST5 ST6 ST7 ST8 ST9 ST10 ST11 ST12 ST13 8:00AM 1 2 3 4 5 9:00AM 1 2 3 4 5 10:00AM 5 1 2 3 4 11:00AM 4 5 1 2 3 12:00PM I Į Í FĢ ĈÈ00PM 3 4 5 1 2 2:00PM 2 3 4 5 1 3:00PM 1 2 3 4 5 4:00PM 1 2 3 4 5 5:00PM 1 2 3 4 5 SUNDAY Shooting starts at 8:00 AM ST1 ST2 ST3 ST4 ST5 ST6 ST7 ST8 ST9 ST10 ST11 ST12 ST13 8:00AM 1 2 3 4 5 9:00AM 1 2 3 4 5 10:00AM 1 2 3 4 5 11:00AM 1 2 3 4 5 12:00PM LUNCH 1:00PM FINAL SCORING 2:00PM ARBITRATION 3:00PM AWARDS AND PRIZES 9

STAGE 1 The DPMS Tower Revisited Competitor s shotgun is staged with loaded tube or magazine and an empty chamber. It will be placed on the second tier of the tower in the right corner that faces north. On start signal, the competitor moves to retrieve shotgun and engages targets. The shooter has to press the button for the clay pigeon thrower. The thrower will throw aerial clays, all in the same direction with a 3- second delay between each clay. There are additional static and moving targets on the ground that the competitor must neutralize. You may choose at which point in the stage to press the button for the clays. TOWER Total Targets: 24 Round Type Total Stage Points Static clays Pepper Poppers Clays on Swinger aerial Clays (24) Birdshot (5) points per target Max. Time: 180 sec. 10

STAGE 2 Door to Door Ammo will be staged in each stand. (2) rounds each in stands 1, 2, 4, and 5, and (4) rounds in stand 3. Open class competitors may stage the designated number of rounds in speed loaders or box magazines at each stand. Ammo cannot be on your person or on your shotgun, ALL AMMO IS STAGED. Competitor starts with an empty gun (all divisions) and standing in START box. Shooter enters each stand, loads shotgun and engages that stand s designated targets. Shooter must leave each stand with an EMPTY gun. Shooter may choose any stand in any order. STAND 1 STAND 2 STAND 3 STAND 4 STAND 5 START Total Targets: Round Type Total Stage Points (5) Pepper Poppers (2) Steel Plates (2) aerial Clays (2) Swinger Clays (11) Birdshot (5) points per target Max. Time: 120 sec. 11

STAGE 3 Stand & Shoot Competitor starts with shotgun loaded (Virginia count 9 rounds) with round in chamber and at the low ready position pointed at aiming stake. On start signal the competitor engages all targets with (1) round each from the shooting area. This is Virginia count and the competitor may only re (9) rounds. SHOOT BOX Total Targets: 9 Round Type Total Stage Points Texas Star Pepper Poppers Steel Plates (9) Birdshot (5) points per target 12 Max. Time: 60 sec.

STAGE 4 Take Cover Competitor starts outside the shoot box (toes on X s) with shotgun loaded to division capacity with round in chamber, at low ready and safety on. Shooter steps into shot box and engages targets as they become visible from each port. No shots may pass OVER the truck. Spinner must rotate a minimum of 1 rotation to count. Failure to spin incurs a 60-second penalty. A C B SHOOT BOX D Total Targets: Round Type Total Stage Points (4) Pepper Poppers (1) MGM Spinner (5) Steel Plates (11) Birdshot (5) points per target 13 Max. Time: 90 sec.

STAGE 5 Box to Box Competitor will start in box A or B with their shotgun loaded to division capacity at the low ready, with safety on. On the start signal they may begin to engage targets as visible while making their way to the opposite shooting box. The center targets must be shot from the low port only. The last shot red must be from inside the second shooting box. LOW PORT SHOOT BOX SHOOT BOX Total Targets: 22 Round Type Total Stage Points Pepper Poppers (22) Birdshot (5) points per target Stationary Clays 14 Max. Time: 120 sec.

STAGE 6 Tactical Duck Hunting Competitor starts with their shotgun loaded to division capacity and round in the chamber, pointed down range on lap, hands on the shotgun, safety must be on. On start signal, engage the (3) Pepper Poppers and (4) aerial clay targets ( ippers). The competitor will be seated on a bucket for the entire stage. BUCKET Total Targets: 7 Round Type Total Stage Points Pepper Poppers (7) Birdshot (5) points per target aerial Clays ( ippers) 15 Max. Time: 60 sec.

STAGE 7 Offensive Retreat Competitor will begin with their shotgun loaded to division capacity with round in the chamber and facing down range at the low ready position, safety must be on. On the start signal, they will begin their offensive retreat to (4) shooting positions. The shooter will neutralize all targets from within the designated shooting area with whatever means they see t. START HIGH PORT KNEELING PORT LOW PORT PRONE PORT Total Targets: Round Type Total Stage Points Texas Star Pepper Poppers Stationary Clays Steel (24) Birdshot (5) points per target Max. Time: 180 sec. 16

STAGE 8 Kingsford Krush Competitor starts with shotgun loaded to division capacity with round in chamber and facing downrange and safety on. Shooter will start with charcoal in hand and can throw with either hand. On the start signal, shooter will toss one or two pieces of charcoal into the air and engage with shotgun. Shooter will have a maximum of one hit per round red (hitting two pieces of charcoal with one shot equates to one hit). Shooter has 45-seconds to hit as many pieces as charcoal as possible. Stage is worth 50 points. Top shooter in each division gets 100% of the points and percentages calculated from there. SHOOT BOX Total Targets:? Round Type Total Stage Points Multiple pieces of charcoal Birdshot 50 17 Max. Time: 45 sec.

STAGE 9 Slats & Bats Tactical and Pump competitors will stand inside the shooting area with the shotgun at port arms. The shotgun will be empty of all ammunition. On the start signal the shooter may load 1 or 2 rounds only, shooters choice. The shooter must then engage 1 target. The shooter must engage 1 target from each interior position of which 8 are available to coincide with the 8 targets. The shooter may only load 1 shell at a time per position. The shooter may never load more than 1 at a time and if they empty the shotgun must combat load the breach for the remainder of the stage. At the second to last position IF the shooter has 2 rounds in the shotgun, they may shoot position 7 and immediate transitions and shoot position 8. Open shooter may start with their shotguns loaded full. Their only requirement is to shoot 1 plate form each of the 8 provided positions. SHOOT BOX Total Targets: 8 Round Type Total Stage Points Pepper Poppers (8) Birdshot (5) points per target 18 Max. Time: 90 sec.

STAGE 10 Bird and Buck Field Course Competitor begins with shotgun loaded to division capacity with birdshot and round in the chamber, with safety on. On start signal, the shooter will step onto the rst plank and engage targets while standing on the plank. The shooter will step onto the second plank and again engage targets. Once complete, the shooter will move towards the left and engage targets along the way. Once at the designated Buckshot area, the shooter must shoot 00 Buck at the remaining (16) targets. These include (2) 3-plate R and R racks, (6) Pepper Poppers, and (4) paper targets, 2 of which are swingers. PLANK 1 BUCKSHOT PLANK 2 Total Targets: 30 Round Type Total Stage Points Birdshot: Steel Plates and/or Clays Pepper Poppers (14) Birdshot (16) 00 Buckshot (5) points per target 00 Buckshot: Plates (3 each on 2 racks) Pepper Poppers Paper 19 Max. Time: 180 sec.

STAGE 11 Minnesota Day At The Beach Jungle Run Competitor will start with their shotgun loaded to division capacity with round in the chamber, and at the low ready with safety on. Upon the start signal the shooter will enter the tunnel and engage targets as available. The shooter will exit the tunnel and engage additional targets as available keeping in mind that the MGM spinners must make 1 full rotation to count as a scored target. Failure to rotate is a 60 second penalty per spinner. The shooter will then engage the remainder of the targets. TUNNEL LAKE START Total Targets: Round Type Total Stage Points MGM Spinners MGM Propeller Plate Rack Steel Plates Pepper Poppers (46) Birdshot (5) points per target Max. Time: 180 sec. 20

STAGE 12 Behind Enemy Lines Empty shotgun staged in tube behind guard. Loose slugs only staged in ammo can. Competitor is in start position. At signal, competitor retrieves bat, disables guard, and retrieves shotgun and ammo can. After crossing safety line, shooter loads shotgun and engages targets as they become visible. Shooter must remain behind fault lines when engaging targets. Ammo can must remain with you at all times. At the end of the birdshot targets, shooter advances to table and engages slug targets with slug from ammo can. Shooter may set empty shotgun on table while opening ammo and retrieving slugs. Open shooters can load speed loaders and box mags at this time. Each slug target must be hit twice to neutralize. TABLE BERM 4 BERM 3 BERM 2 BERM 1 = FAULT LINE AMMO CAN SHOTGUN BAT START Total Targets: Round Type Total Stage Points (12) Pepper Poppers (12) Steel Plates (2) Slug Plates (24) Birdshot (4) Slugs (5) points per target 21 Max. Time: 180 sec.

STAGE 13 Speed Poppers Competitor starts with shotgun loaded to division capacity and round in chamber, facing down range and at low ready, and safety on. Shooter engages targets as they become visible from within the shooting box. Poppers must fall to count as hits. No-shoot targets must fall to also be counted as a hit. Hitting a no-shoot target will incur a 10-second penalty each. SHOOT BOX Total Targets: 12 Round Type Total Stage Points Pepper Poppers (12) Birdshot (5) points per target 22 Max. Time: 90 sec.

Targets Provided By: Del-Tone/Luth Gun Club SCAPSA MN 3-Gun Group MGM Targets Brian Payne Ken Anderson 23

Thank you for attending the Second Annual Del- Tone/Luth Tactical Shotgun Championship Match. We hope you found the match intuitive, challenging, friendly, and most of all, fun! Please thank the Range Of cers (Ro s), as they have volunteered a lot of time and effort to help make this match safe and memorable. Also thank and support our sponsors. We could not have done the match without them. Become a member and support the NRA. They ght every day to keep our Constitution s Second Amendment alive and well. It s your freedom they are ghting for. Speaking of freedoms, we thank our men and women in the armed forces for their past and continued efforts in ghting for ours. We hope you will be able to attend our next match. Contact Information: Del-Tone/Luth Gun Club 3322 12th St SE St Cloud, MN 56304 320-251-9873 www.del-tone-luth.com