The following rules are what will govern the match.
(
Unless we decide to change them.) 

The Cavalry Arms 3 gun match is most likely not like any other match you have shot.  Please read these rules thoroughly and ask the range officers or match director if you have any questions.

Please remember, this is NOT a national championship, it is a FUN match, so some things have been changed with that in mind. HOWEVER, SAFETY WILL NOT BE COMPROMISED.  Penalties for poor marksmanship at this match are higher than at other matches, keep this in mind when shooting.  By going fast and taking the penalties here, you will not win.

Competitors are responsible for familiarity and reliability of their own equipment.  Only bring equipment you know works and firearms that are properly zeroed, There will be shooting at 300 yards (or farther).  Rifles should be capable of hitting a man-sized target at these distances.

Cavalry Arms 3 Gun Match Rules
Version 2.20.06

1. Safety Rules


1.1 Participants are subject to procedural penalties or match disqualification for violation of any rule or regulation in sections 1 or 2.
1.2 The Cavalry Arms 3 Gun Match will be conducted as a COLD RANGE.
1.2.1 COLD RANGE (definition): Participants firearms will remain unloaded
at the match site except under the direction of a match official.
1.3 Designated Safety Areas
1.3.1 The Safety Areas will be clearly marked with signs.
1.3.2 Unloaded firearms 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 Rifles & Shotguns, (carry from vehicle or between stages)
1.4.1 Rifles & shotguns must be cased or carried slung muzzle up or down  Trooper class participants lashing firearms to rucksacks are still responsible for muzzle orientation.  If you take a long gun in a case to the stage, have the courtesy to be sure it is NOT pointed at anyone when it comes out of the case. Anyone who fails to do this correctly WILL be DQ'ed. Come to the firing line ready to load. DO NOT BRING CASED GUNS TO THE SH0OTING LINE. This is going to be a fast paced match, and the RO's will not have time to accommodate bagging and unbagging.
1.4.2 Rifles & shotguns must be carried with actions open and detachable
magazines removed.
1.4.3 All long guns must have slings, some courses of fire require the use of a sling for transitioning.
1.5 Handguns (carry between stages)
1.5.1 Handguns must be cased or remain in holster, except in designated Safety Areas, or under the direction of Range Officer(s) on a stage.  MAGAZINES OUT UNTIL THE RO SAYS TO LOAD AND MAKE READY!
1.5.2 Handguns must be carried with the "Hammer/Striker Down."
1.5.3 On stages, the Ready Condition of handguns must be "Hammer Down" for
DA autos & revolvers, and "Cocked & Locked" for SA autos or DA autos with
manual override safeties. EXCEPT AS NOTED BY MATCH DIRECTOR.
1.5.4 The Cavalry Arms 3 Gun Match Allows for Hot Handguns during the course of fire.  A shooter may transition either to engage targets approved for the type of firearm they wish to switch to, or because their long gun became inoperable and they are transitioning to sidearm.  All slung long guns must have detachable magazines removed, tubes/internal feeding devices empty, and the chamber must be empty (safety does not need to be on).  Failure to clear slung long guns will result in match DQ.  The shooter is not responsible for the 180 with slung empty long guns, so long as the muzzle is pointed generally up or down.   ROs will stop shooters who sling long guns without clearing them.
1.5.5 Due to the physically active nature of this match, holsters must be of practical carry type, duty use, or field serviceable. Holsters must either have a passive retention method (tension on the holster itself, such as Uncle Mike’s, Fobus, or Bladetech kydex holsters) or an active retention method (thumb break, flap, or rotating hood).  Holsters with active retention devices, must have the retention device activated whenever the pistol is holstered.
1.5.6 Due to safety concerns with re-holstering hot pistols, the use of “race gun” type holsters is prohibited.  Race gun holsters include, but are not limited to, CR Speed, Ghost Holster, or Hogue.  Range Officers and the Match Director will have the final say in regards to the suitability of any holster for use in this match.

1.5.7 No shoulder holsters, or cross draw holsters allowed due to safety concerns
1.5.8 If a shooter wishes to transition between firearms during a stage to engage various types of targets, 1.6 Participants shall be disqualified from the match for any Negligent Discharge.
1.6.1 "Negligent Discharge" is defined as the discharge of a firearm in an unsafe manner or unintentionally in which a projectile (bullet) strikes the ground within 3 meters of the competitor or range officer, or outside the confines of the backstop.
1.7 A participant shall be disqualified from the Match for dropping a loaded firearm or dropping a firearm while in the loading/unloading process.
1.8 A participant shall be disqualified for allowing the muzzle of his/her firearm to break the 180 degree Safety Plane (except while holstered,  drawing, re-holstering, or if a long gun is slung empty and safe)
1.9 No participants or spectators shall consume or be under the influence of alcohol or non-prescription 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.
1.10 Eye protection is mandatory for participants, spectators & range personnel at the match site.
1.11 Ear protection is mandatory for participants, spectators & range personnel while on or near a stage of fire.


2. Sportsmanship & conduct
2.1 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 Match Director or by submission to the Arbitration Committee (aka the Match Director).
2.2 Clothing with any offensive or obscene logos, sayings, pictures or drawings will not be worn or displayed while at the match site/range.
2.3 Participants unable to control their temper, may have penalties added and or be disqualified from the match
2.4 Competitors will pay the replacement cost of any props or range equipment damaged through their own negligence.

 

3. Ammunition
3.1 No tracer, incendiary, armor piercing or steel jacketed ammunition is allowed.
3.2 Pistol/revolver ammunition shall be 9x19 or larger
3.3 Rifle ammunition shall be .223 Remington (5.56 NATO) or larger.
3.4 Shotgun ammunition shall be 20 gauge or larger, LEAD SHOT & SLUGS ONLY.  Junior shooters (Under 18) may use .410 and larger.
3.5 If a competitor’s ammunition punctures a steel target, they will pay for the replacement cost of that target.

4. Firearms
4.1
All firearms used by competitors shall be serviceable and safe.
4.2 If a competitor's firearm becomes unserviceable during competition, that competitor may replace his/her firearm with another of the same model, caliber and sighting system approved by the Match Director or his designee.
4.3 For purposes of this ruling, a "firearm" consists of a specific caliber, receiver, barrel, stock and sighting system combination.
4.4 The same firearm system, for each gun, per Rule 4.3, shall be used during the entire match.  Trooper class shooters excepted, see Trooper Class Rules
4.5 Competitors will not reconfigure any firearm during the course of a match. (i.e. change caliber, barrel length, sighting systems or stock style.) Trooper class shooters excepted, see Trooper Class Rules
4.6 Lights are considered safety equipment and may be added or removed from firearms at the shooters’ discretion.

5. Firearms Classifications
Tactical Iron:

Rifle:  Iron Sights only, Compensators must be less than 1” diameter X 3” length, no bipods allowed

Pistol: Iron Sights only, no compensators, Max Magazine Length is 140mm over all length for double stacks, and 170mm over all length for single stacks

Shotgun: Iron Sights only, no compensators, 9 round capacity maximum*, no speed loaders

Tactical Scope:

Rifle:  Any single optic may be used, Compensators must be less than 1” diameter X 3” length, no bipods allowed

Pistol: Iron Sights only, no compensators, Max Magazine Length is 140mm over all length for double stacks, and 170mm over all length for single stacks

Shotgun: Any single optic may be used, no compensators, 9 round capacity maximum*, no speed loaders

Open:

Rifle: No limitations on accessories

Pistol: No limitation on accessories

Shotgun: No limitation on accessories, speed loaders must have primer relief cuts, use of old style speed loaders will result in match DQ.

*9 round capacity maximum to start.  Shooter may load more shells once the course of fire has begun.

Suppressors/Silencers and Full-Auto allowed in all classes.  If you do use an NFA weapon, you must have a copy of your form 4 or SOT on you.

All stages will be “freestyle,” shooters will be able to engage the targets with firearms of their choosing with the following limitations:

Paper Targets: Rifle, Pistol, or shotgun slug
Steel Targets less than 100 yards away: Pistol and Shotgun Shot
Steel Targets greater than 100 yards away: Rifle, Pistol, and Shotgun Slug
Clays: Shotgun Shot (may only be engaged with handgun if shotgun malfunctions)

Trooper Class:
See Trooper Class Rules

Any questions on equipment/classifications ask at shooter’s meeting.


6. Scoring PAY ATTENTION TO THIS!
6.1
Scoring per stage will be straight time with penalties added in the form of time.
6.1.1 Any cardboard target, designated as a "shoot" target must meet one of the following conditions to be considered neutralized.  The bullet hole must be inside of or break the edge of the perforation for the scoring zone to count.

Handgun and Intermediate Rifle Cartridges
1 Head Shot*
1 A Zone
2 Hits anywhere

Battle Rifle Cartridges ( .308, .30-06, 7.62x54R, 8mm Mauser)
1 Head Shot*
1 A or C Zone
2 Hits anywhere

Shotgun Slug
1 Hit anywhere
 

*Headhsot is defined as breaking the neck perforation or higher

6.1.2 Scoring and penalties on paper targets:
a. Meeting any of the conditions listed above in 6.1.1 = no penalty
b. Single non-neutralizing hit  = 5 second penalty
c. Target hit, but not Neutralized = 10 second penalty.  Target has holes in non-scoring areas as prescribed by the course of fire but none in scored areas.  Steel has been hit, but has not fallen.
d. Clean paper targets (no hits), unbroken frangible targets, or un-hit steel targets = 25 second penalty.  It does not matter if the target was shot at, no hits will incur this penalty.
6.1.3 Paper targets used in the match will be USPSA Targets.  Targets to be engaged will have weapons or other visible features displayed so that the shooter will assess them as a threat  (unless specifically noted otherwise in stage description).
6.1.4 “No Shoot” Targets will have no weapons displayed on them (unless specifically noted otherwise in stage description).  Designated "No Shoot" targets that are hit will incur a 25 second penalty, regardless of the number of hits.
6.1.5 Knock down style targets (i.e. poppers) must fall to score. Poppers will be calibrated to "minor" with a 9mm pistol shooting factory ammunition.
6.1.6 Frangible targets must break to score. (One BB hole or chip is a break.)
6.1.7 Swinging style rifle targets must be struck solid enough to cause the hidden "flash card" to be visible to the R.O. R.O. may call hits.
6.1.8 Procedural penalties, 10 seconds per shot, may be assessed for failing to follow the stage directions as written in the stage description.
6.1.9 Procedural penalties, 10 seconds, may be assessed for failing to follow stage procedures.
6.1.10 Stage Not Fired (SNF) penalty, 900 Seconds
6.2 Competitor Placement
6.2.1 Lowest Total Time wins for each class, and over all.  This is a total time match.  If a competitor does very poorly on one stage, it may cost them the match, even if they are first place on every other stage.  Shoot Well and make sure your equipment works, and you will have no problems.
6.2.2 Prizes and Merchandise will be awarded by random drawing.
6.2.3 Trophies will be awarded to the top 3 shooters in each class, and top 3 shooters over all.