© All rights reserved -
See Southington Hunt Club waiver for facility rules: https://www.smartwaiver.com/w/59b1a4526be97/web/
Waiver must be completed once annually by all competitors or spectators in order to utilize the facility.
Range is COLD.
NO reloads, tracer, incendiary, or steel core rounds allowed.
All firearms must be holstered or flagged with ECI (empty chamber indicators)
when not shouldered or in immediate imminent use on a stage.
You may not cover the ejection port of a pistol or rifle with your hand while clearing.
Do not catch the round in the air while ejecting, allow it to fall on the deck. Exception: If a round fails to eject properly, the shooter may clear it with the action locked or held to the rear under RO supervision.
Pistol Caliber Anything “Bandit” Class -
Southington Hunt Club safety rules and United Multi-
Rules are posted here : http://unitedmultigunleague.com/uml-
2Gun Action Challenge “Crusader” Class -
Derived from both Tucson 2Gun Action Challenge Match and UML:
All shooters must agree to, and digitally sign, the Southington Hunt Club facility waiver and adhere to the safety rules as described in the waiver.
All persons must wear eye and ear protection during live fire, whether shooting or not.
All firearms will be on SAFE or DECOCKED (whichever is appropriate) at the start of each stage.
Shooters may NEVER holster a pistol which is not ON SAFE and/or DECOCKED.
This match functions on a "Cold Range" basis for safety. Unloaded firearms may be handled in designated areas only. Firearms may only be loaded or unloaded under direction of Range Officers (ROs). Violators face disqualification from the match.
Shooter may unload only when instructed to by the RO and while under RO supervision with the following procedure: First, magazine will be removed (or ammunition store emptied), action will be held open, chamber will be visually identified as empty, action will then be closed and firearm will be dry fired while pointing at a downrange impact berm. Not waiting for the RO or dry firing at the ground or feet are grounds for match DQ.
Any shooter who "sweeps" him/herself or any other person with a loaded or unloaded firearm at any time will be disqualified.
Any discharges in a direction deemed unsafe by the RO result in disqualification from the match.
Accidental/Negligent discharges will result in disqualification from the match.
Any shooter who displays disruptive behavior or is abusive (verbal or otherwise) towards any other person at the match will be disqualified.
Any shooter found to be (or suspected of being) under the influence of any drug or alcohol immediately before or during the match will be disqualified.
Dropping an unloaded firearm behind the firing line necessitates that a RO pick it up, confirm it is not loaded, and in a safe manner return it to the shooters bag, holster, or vehicle. Any dropped firearm picked up by a shooter without inspection, or firearm found to be loaded on inspection would cause the shooter to be disqualified.
Dropping or losing control of a firearm, whether loaded or unloaded at any time after the “Make Ready” command and before the “Range is Clear” command. This includes any firearm, loaded or unloaded, that falls after being grounded during the COF.
Exception 1: Dropping an unloaded firearm before the “Make Ready” command or after the “Range is Clear” command will not result in a disqualification, provided the firearm is empty and retrieved ONLY by an Event Official.
Exception 2: A completely unloaded pistol visually checked by the RO during the “Make Ready” falls out of the holster while navigating a COF prior to any loading process.
Failure to follow any stage procedures or RO verbal commands relating to safe operation, grounding, clearing, holstering or slinging of a firearm is subject to disqualification.
All persons at the match must obey ROs with respect to the shooting competition and safety rules. Any person failing to observe this rule will be removed from the shooting area.
Unsafe gun handling by a competitor during a match may result in disqualification from that match. Unsafe gun handling may include but is not limited to accidental discharges, sweeping, shooting over confining berms, unaimed or uncontrolled fire, and any other actions deemed unsafe by match staff.
Any shooter whose firearm breaks the 180 or is pointed in an unsafe direction shall be disqualified. This does NOT apply to holstered sidearms.
You may not cover the ejection port of a pistol or rifle with your hand while clearing. Do not catch the round in the air while ejecting, allow it to fall on the deck. Exception: If a round fails to eject properly, the shooter may clear it with the action locked or held to the rear and under RO supervision.
This match bases its range commands on the assumption that shooters will come to the starting position with their pistols holstered unloaded and holstered, long arms unloaded with muzzles pointed safely downrange.
Shooter will not come to the starting area until requested to by the RO.
"Load." or “Make Ready” -
"Are you ready?”
Start Signal -
Once shooter has completed the stage (or time has expired):
1. "If you are finished, unload and show clear."
Shooter may unload only when instructed to by the RO and while under RO supervision with the following procedure: Magazine will be removed, action will be held open, chamber will be visually identified as empty, action will be closed and firearm will be dry fired while pointing at the downrange impact berm. Not waiting for the RO or dry firing at the ground or feet is grounds for match DQ.
2. "Slide Down/Bolt Closed/Hammer Down."
3. Inserting an empty chamber indicator (EDI) is MANDATORY
4. "Range is safe." or “Range is Clear”
The RO will give this command as a warning to the shooter if he/she is close to breaking the 180. Failure to take corrective action may result in disqualification.
"Stop!" or "Cease Fire!"
At this command, the shooter will stop firing and remain at his/her current position. This command is only to be issued if a safety violation have been committed, or there is some other hazard present. ANYONE present may yell this command at any time necessary.
Any RO may call squib if they suspect a competitor’s firearm or ammunition is unsafe (e.g. a “squib” load), the RO will take whatever steps he deems necessary to return both the competitor and the range to a safe condition.
DIVISIONS AND EQUIPMENT
The September 29th 2018 Silica Sand Storm event is limited to the two (2) following 2018 2Gun Action Challenge divisions:
Open: Rifles with single or multiple sighting systems or bipods; slide mounted red dots allowed on handguns. Full-
Armored: Any rifle and any pistol are allowed to be used, but the shooter must wear rifle plates (front and back) or Ruck while shooting. Minimum weight requirement for plates or Ruck is 14lbs. Full auto SMG usage permitted. Rifle caliber machine guns, must be fired using only semi-
Muzzle brakes are allowed in all divisions if they meet the following criteria: They are no more than 1" in diameter and no more then 3" in length.
Suppressors are allowed in all divisions.
Magazines containing ammunition must be retained except in the event of clearing a malfunction or if stage design requires shooter to unload artificially on the clock (for safety or other reasons).
It is advised that all holsters be able to retain the pistol through vigorous movement, including, but not limited to: running indefinitely; diving and crawling under and around obstacles; and jumping and climbing over obstacles. Recommended holsters have either active retention such as a level 2 or level 3 (ie: Safariland ALS) with a thumb strap or hood. Passive retention holsters that cover the trigger and secure the firearm are allowed, however the user is responsible to insure retention under the physical demands of a stage in order to avoid DQ.
It is advised that competitors bring gloves.
It is advised that competitors have a usable multi-
It is advised that shooters have a way to carry enough magazines to shoot over 30 rounds from their pistol and be able to perform 2 pistol magazine changes, (not including magazine used at the start of a stage). 3 magazines total.
It is advised that shooters have a way to carry enough magazines to shoot over 60 rounds total from their rifle and be able to perform two mag changes (not including magazine used at the start of a stage).
Scoring is calculated as time + penalties – bonus.
The top competitor for each class of shooters will be determined by summing their scores from all the stages in the match and the lowest score will be deemed the winner. In the unlikely event of a tie a short shoot-
Gaming the Stages
Many stage actions, and challenges (obstacles) are bonuses that have a time value associated with them and it is assumed that they be completed by default. Therefore, if a competitor does not wish to take participate or complete a challenge, that associated value will be forfeited and added to their total time as a penalty. Any bonus or handicaps for challenges will be detailed in the stage description and brief.
Example: A stage includes an 8 foot wall that is designed to be scaled by competitors. The challenge has a 20 second value assigned to it. The competitor decides to avoid the challenge and runs around it – or the competitor attempts to scale it, and fails to clear it – 20 seconds will be added to the total time of the competitor.
Targets may be any shape or size and could be either steel or paper, fixed or knockdown, static or moving. The stage brief will detail how many shots are required per target on each stage. If targets are not self-
"Shoot throughs" count on any paper targets NOT in direct contact with each other.
Unless otherwise specified by the stage brief, by default a competitor must make a concerted effort to use any available cover while shooting as dictated by the course of fire. Movement is considered cover. Failure to do so may result in a 5 second penalty per occurrence.
Prone, when target engagement is safe from that position, is considered cover.
Scoring is done on a "total time" basis + penalties – any stage bonus.
Paper targets must have at least one shot in the center or two on the paper to be considered neutralized.
Unless otherwise specified, standard engagement requires two shots per fixed steel or paper target. The best two hits on any target are counted for score.
It is the shooter's responsibility to ensure their score card is complete and accurate.
No shooter or spectator may touch any target until it is scored.
Scoring is done on a "total time" basis. The accumulated time of all stages, plus any additional target points, plus penalties, minus bonuses equals total time. That is the final score.
All steel targets are scored as a simple hit or miss. Knockdown targets must be knocked down to score as a hit.
Unless scoring and penalties are specified differently in the stage brief/description, the following penalties may be assessed:
Miss on target +10 seconds
Procedural +10 seconds
Failure to use available cover (when applicable) +5 seconds per occurrence
No Hits on a Target +35 seconds
Failure to Neutralize +15 seconds per target (non-
Overtime shot +10 seconds per shot (par time stages only)
Circumvention of game spirit +30 seconds Circumvention of Game Spirit is when a shooter intentionally skirts the rules to gain an advantage.
Poor Sportsmanship +60 seconds Poor Sportsmanship is self-
Destruction of Props Penalty + 60 seconds (and/or financial liability)
Dropped Magazine containing ammunition +10 seconds per magazine per drop
Dropping or losing control of a firearm during any stage while on the clock, loaded or not, is a Match DQ.
Magazines containing ammunition must be retained except in the event of clearing a malfunction or if stage design requires shooter to unload artificially (for safety or other reasons) on the clock.
Auguring or fighting with other competitors, Officials, ROs, or the Match Director is a Match DQ.