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This page last updated on 05/23/2010
SPORTSMAN'S TEAM CHALLENGE
NATIONAL CHAMPIONSHIP
JUNE 11 - 13, 2010
NATIONAL SHOOTING COMPLEX    SAN ANTONIO, TX.
GENERAL TOURNAMENT INFORMATION
  • All competitors can enter as part of a 2 or 3 person team or both, but can enter ONLY once in 2 and 3 person teams. We suggest you have an alternate shooter in mind in case one of your team members cannot participate at the last moment.
  • Competitors may enter the SPORTSMAN'S TEAM CHALLENGE in any one of the following classes; Industry Open, Industry Class, Sportsman Open, Sportsman AA, Sportsman A, Sportsman B, Sportsman C, Sportsman Lady, or Sportsman Junior but may not enter in more than one.
  • The Sportsman's C Class will be open to any team ( the team must be intact with all the same members ) that has previously shot the Nationals and fired a score of 324 or lower. It will also be open to new teams that feel they are in this level of competition. This class will be a TROPHY only rewards recognition, there will be no monies awarded and no shoot offs for this class, however it will also be allowed a lower entry fee.
  • More details concerning classification and entry fees may be found on the current ENTRY FORM.
  • All scoring is based on team scores only. In each course of fire (handgun, rifle, combo, shotgun), a team's score is based on the total number of points accumulated by the team in all events. No attempt is made to determine the individual scores of team members.
  • There are no alibis for gun or shooter malfunction. Be sure of your equipment and the rules.
  • Each course of fire (handgun, rifle, combo, 3 shotgun events) is weighted equally in terms of overall team scores. The best possible score in each course of fire is 100 points. The best possible cumulative score is 600 points.
  • Teams may have only one coach per event. The coach may help the team verbally, but may not touch or aid any shooter in any other way.
  • All teams will shoot in the preliminary round. The resulting top three teams in all Classes will compete in the Championship Round. No previous scores are carried over to the Championship Round. The entire course of fire (handgun, rifle, combo, 3 shotgun events) is shot by all teams qualifying for the Championship Round. The top cumulative score (combined total of scores in handgun, rifle, combo and 3 shotgun events) in the Championship Round will determine the winner in the Sportsman Open, Sportsman AA, Sportsman A, Sportsman B, Industry Open, Industry, Ladies and Juniors. All other placements are determined by scores shot in the preliminary rounds.
  • SPORTSMAN'S TEAM CHALLENGE shoot management reserve the right to change the course of fire at any time.
  • All classes will shoot their Championship Round on Sunday.
TIES
  • All ties to establish 1st, 2nd and 3rd place teams for the Championship Round will be broken by each team re-shooting the handgun event. Should teams shoot a perfect score in the tie breaker, the team with the most time remaining will be the winner. Should both teams knock down the same number of targets and use all time allotted, 10 seconds will be taken off the timer and the event reshot. If there is still a tie after the 2nd tiebreaker, the clock will begin counting up for both teams until all targets are knocked down. The winning team will be the one using the least amount of time.
  • Note: During any tiebreaker, there will be a five minute period allotted between tiebreaker shoot-offs.If any team is not ready or can not resume competition with this period, that team will forfeit.
  • The winner from any ties from 4th place down will be decided by the highest Pistol Event score. Should a tie still remain, the highest Flurry Event score will determine the winner.
  • The Awards Ceremony will be Sunday afternoon, immediately following the Championship Round.
SUMMARY OF CHAMPIONSHIP ROUND
  • All teams in the championship round will shoot in rotation until the Handgun event, where they will shoot in reverse order of standings for that day. The third and second place teams may risk shooting at the difficult bonus targets(IF THEY ARE USED) in each event in order to gain points and add pressure to the team(s) ahead of them.
  • Depending on the closeness of the match, the front running team will be able to decide what targets they will have to shoot in order to win.
  • Target presentations and target delay times will be different than the Preliminary Round.
OVERVIEW OF THE SPORTSMAN'S TEAM CHALLENGE
HANDGUN EVENT
  • The match is fashioned to test a team's ability to work together. It is designed as a relay race in order to emphasize the team concept. The match itself is divided into three sections.
  • Section(1) is a course of fire consisting of one row of twelve(12) 4 inch targets at twenty(20) yards and one row of twelve(12) 6 inch targets at twenty-five(25) yards using a 22 caliber rimfire handgun.
  • Section(2) is a centerfire handgun match (12 targets of various size and shape at distances between 7 and 25 yards).
  • Section(3) is a centerfire precision handgun match (10 four-inch square targets at thirty-five (35) yards and two (2) four-inch square targets at twenty-five (25) yards).
  • All shooting is from the standing position. One or two hand hold is optional. Only one handgun permitted per shooter.
TIMING
THREE PERSON AND TWO PERSON TEAMS
  • Sportsman Open***1 minute 30 seconds
  • Industry Open***1 minute 30 seconds
  • Sportsman AA***1 minute 45 seconds
  • Sportsman A***2 minutes
  • Sportsman B***2 minutes 30 seconds
  • Sportsman C***2 minutes 30 seconds
  • Industry***2 minutes 30 seconds
  • Sportsman Lady***2 minutes 30 seconds
  • Sportsman Junior***2 minutes 30 seconds
  • For all classes. If for some reason a contestant is unable to run, twelve(12) seconds will be deducted from the total time for an "out and back" run and seven(7) seconds deducted for an "out" only run.
  • An audible signal starts the clock descending from the beginning time.
  • When the clock reaches "0", the shooters are finished. Any shot fired after the cease fire,as determined by the scorer, will not count.
  • The relay will be run once. Teams will assign one different team member to each section. Teams may choose the order in which they will fire the sections.
  • Two man teams must rotate shooters (a team member may not shoot two stages in a row).
  • Should the shooter have problems in knocking down all the targets, he may choose to return to the starting box early, thereby giving his teammates more time for their sections of fire. A shooter may, however, return to his section in order to fire at remaining targets should enough time be left to do so.
  • Upon completion of any section, the shooter must clear his handgun by COMPLETELY removing the magazine, opening the cylinder/slide and extracting any loaded rounds. Failure to do so WILL result in disqualification. If there are rounds left in the gun, the gun may be cleared by firing ONLY into the downrange backstop(berm). He must then place the cleared handgun GENTLY back on the support platform in the open position with the muzzle facing downrange.
  • Once this has been completed, the shooter will proceed to the team box where he will tag the next competitor. Once the tag has been made, the next shooter may proceed.
  • No competitor or coach may touch or help a shooter once that shooter starts their run and until after the next shooter leaves the starting box. This includes helping a shooter turn the corner into the starting booth.
SCORING
  • There are a total of forty-eight(48) targets on the Range. Each target is worth a value of two(2) points. All together they total ninety-six(96) points. One(1) bonus point will be added to the team's score for knocking down all of the targets in each bank of twelve(12) targets. As there are four(4) banks of twelve(12) targets each, a total of four(4) bonus points is possible for each team. The object of this event is to knock down all targets and targets must be knocked down to score.
SAFETY
  • Competitors must shoot from the booth on the firing line. Each booth will have a support shelf for firearms, clips, ammo, etc. Firearms will be brought to the booth cased and with a visible chamber plug in place prior to the start of the relay. A Range Officer will check all equipment before the match.
  • Firearms are to be placed on the shelf with the muzzle pointing downrange. Semi-automatics ... slides locked back, magazines out, (maximum of six (6) rounds in loaded magazines on the bench) NO round in the chamber. Revolvers ... cylinders open, hammers down, speedloaders loaded with a maximum of six (6) rounds. Shooters may place an unlimited number of loaded magazines and speedloaders on the bench next to their firearms.
  • Should a gun fall or be dropped in front or in back of the firing line, the shooter may NOT retrieve it, but may return to the starting booth to allow the remaining competitors their turns.
  • A magizine or speedloader that falls in front of or beside the booth may NOT be retrived, however if the same falls behind the booth it may be retrived in a safe manner.
  • ALL rounds fired from a rifle or pistol to clear the firearm MUST be fired ONLY into the downrange backstop(berm) in a safe manner.
  • Any person handling a firearm in an unsafe manner WILL be subject to disqualification and/or expulsion from the Range. This includes infractions observed before, during or after the event.
PREP TIME
  • A waiting area will be designated for teams scheduled to shoot next. Shooters must arrive at the "waiting area" on time, (15 minutes prior to their scheduled shooting time) as it is important for the Range Officer to discuss the event with them and read them the event rules.Shooters arriving late will not be allowed to fire this section of the match if they have not received ther Range Officer's instructions.
SECTION I: PRECISION RIMFIRE PLATES
  • The course consists of twelve(12) four(4") inch aperture circular targets shot at twenty(20) yards and twelve(12) six(6") inch aperture circular targets shot at twenty-five(25) yards.
  • A 22 caliber rimfire pistol or revolver is mandatory. (22 LR caliber rimfire only. No magnum or hyper-velocity ammunition.) High velocity ammo is recommended. At the signal, the shooter will rapidly move to his firing box. Upon loading, the shooter may engage the targets in any order.
SECTION II: ACTION PLATES
  • The course of fire consists of twelve(12) targets of different geometric shapes spaced at various distances from seven(7) to twenty-five(25) yards at heights from twenty(20) to sixty(60) inches above the ground.
  • The shooter may use any centerfire pistol or revolver whose minimum caliber is thirty-two(32) and whose suggested minimum power factor (bullet weight x velocity ÷ 1000) meets a USPSA floor of 125.00. Upon loading, the shooter may engage the targets in any order.
SECTION III: LONG Range PLATES
  • This section is designed to test the shooter's ability with centerfire precision handguns.The course of fire consists of a bank of ten(10) four-inch(4") square targets at thirty-five(35) yards plus two(2) four-inch(4") targets at twenty-five(25) yards.
  • The shooter may use any centerfire pistol or revolver whose suggested minimum caliber is nine (9)mm and whose suggested minimum power factor (bullet weight x velocity ÷ 1000) meets a USPSA floor of 165.00. Upon loading, the shooter may engage targets in any order.
SPECIFIC RULES - HANDGUN EVENT
MAGAZINES
  • No limit on the number of loaded magazines or speedloaders, but only six rounds loaded in each.
AMMUNITION
  • Rimfire: 22 LR caliber rimfire only. No magnum or hyper-velocity ammunition.
  • Centerfire: Any centerfire ammunition which allows the gun to meet the suggested power factor, except NO full-jacketed bullets will be allowed on the range. Copper washed or coated bullets are permitted.
SIGHTS
  • All conventional iron sights, scopes or electronic sights are allowed.
POSITION
  • Standing Position. The shooter stands with the gun held in one or two hands, arms extended. The "off-hand" may not grip the gun forward of the trigger guard, with the exception that the shooter may hold any optical sight attached to the gun. The shooter may not touch any other form of support.
RANGE COMMANDS
A) Course description in the "ready area"! Range Officers check squadding to verify the correct team has reported.
B) "Shooters - Have you read and understood your rules?"
C) "Shooters from team number _?_ you have two(2) minutes to prepare for your relay." All team shooters approach their stations and prepare their equipment. (Interval: 2 minutes)
D) "Shooters, your preparation period has ended. Return to your starting box". (Interval: 30 seconds.) You will have ______________ to complete your course of fire.
E) "Shooters Ready" (Interval: 3 seconds)
F) "Stand by." (Interval: 3 seconds)
G) "Fire" Audible signal or Shooter "A" presses the timer button within 10 seconds.(Interval: 10 seconds) This procedure could vary depending on the type of equipment used to time the event.
H) Relay commences and lasts until time has expired or team has hit all targets.
I) "Cease Firing". Range Officers signal safe!
J) Administrative Commands: At the completion of fire, the Chief Range Officer will direct the shooters to (1) place the visible chamber plug in the chamber and case the firearm (2) verify their score with the scorer and sign their score cards.
OVERVIEW OF THE SPORTSMAN'S TEAM CHALLENGE
RIFLE EVENT
  • The rifle event is designed to test a shooter's individual marksmanship skills as well as a team's ability to formulate a winning strategy. The course consists of forty-six(46) "knockdown" aperture targets of varying sizes and shapes (from 8" x 7" to 1"). The knockdown targets are arranged in banks of ten(10) at four challenging distances, forty-five(45), sixty(60), seventy-five(75) and ninety(90) yards, with six(6) 1" targets being placed at forty(40) yards.
TIMING
THREE PERSON AND TWO PERSON TEAMS
  • Sportsman Open***1 minute 30 seconds
  • Industry Open***1 minute 30 seconds
  • Sportsman AA***1 minute 45 seconds
  • Sportsman A***2 minutes
  • Sportsman B***2 minutes
  • Sportsman C***2 minutes
  • Industry***2 minutes
  • Sportsman Lady***2 minutes
  • Sportsman Junior***2 minutes
RELAY
  • An audible signal starts the clock descending from the beginning time.
  • When the clock reaches "0," the shooters are finished. Any shot fired after the cease fire, as determined by the scorer, will not count.
  • All three shooters will shoot at once. The teams may shoot at any of the targets in any order, before the time runs out. Upon completion of the rifle event, the shooters must clear their rifles by removing the clip, opening the action and extracting any loaded rounds and placing a chamber plug in the open chamber.
  • The rifles must be placed gently on the support platform, muzzle facing downrange, after they are cleared and until they are instructed by a Range Officer that they may case their rifles.
SCORING
  • Each target is painted an identifying color signifying its point value. The same size and shape targets might be worth one(1) point at a shorter distance and two(2) or more points when set at a longer distance.
  • Shooters who clear the full bank of targets at 60, 75 and 90 yards also are awarded bonus points. The object of this event is to knock down all targets and targets must be knocked down to score. The 1" circles at forty(40) yards are worth two(2) points each, but there are no bonus points for hitting these targets.
SAFETY
  • All competitors must shoot from behind each booth on the firing line. The booth has a support shelf for firearms, clips, ammo, etc. Firearms will be brought to the booth cased with a visible chamber plug in place prior to the start of the relay. A Range Officer will check all equipment before the match.
  • Rifles are to be placed on the shelf with the muzzle pointing downrange. Actions must be open, clips out or the tubes fully extended.
  • Should a rifle fall or be dropped after the signal to commence firing - the gun may NOT be picked up and used in the match, but the other shooters may continue to fire.
  • A magizine or clip that falls in front of or beside the booth may NOT be retrived, however if the same falls behind the booth it may be retrived in a safe manner.
  • ALL rounds fired from a rifle or pistol to clear the firearm MUST be fired ONLY into the downrange backstop(berm) in a safe manner.
  • Any person handling a firearm in an unsafe manner WILL be subject to disqualification and/or expulsion from the Range. This includes infractions observed before, during or after the event.
PREP TIME
  • A waiting area will be designated for teams scheduled to shoot next. Shooters must arrive at the "waiting area" on time, (15 minutes prior to their scheduled shooting time) as it is important for the Range Officer to discuss the event with them and read them the event rules. Shooters arriving late will not be allowed to fire the rifle event if they have not received "Range Officer" instructions.
THE MATCH
  • The course consists of forty(40) aperture type targets set up in banks of ten(10) at forty-five(45), sixty(60), seventy-five(75) and ninety(90) yards plus six(6) 1inch targets set up at forty(40) yards. A 22 caliber rifle is mandatory. NO magnum or hyper-velocity ammo. High velocity 22 ammo is recommended. All shooting will be done from the standing position. Range Officers will check squadding to verify that the correct team has reported. An equipment and safety check will also be performed at this time.
  • Each team will have a two(2) minute prep time which will be signaled to the team as follows: "Shooters from team number__?__, this is the rifle portion of your course of fire. You have two minutes to prepare for your relay." All three team members may now prepare their equipment at the shooting station.
  • After the two(2) minute prep time, an official will notify the shooters that "Your preparation period has ended. You will have ______ minutes to complete your course of fire."
  • After approximately 30 seconds, the official will say, "Shooters ready," and after three(3) seconds, "Stand by," and after another three(3) seconds, "Fire" an audible signal may be heard when the Range Officer presses the timer button to begin the clock ticking down. The relay commences and lasts until time runs out.
  • The command "Cease firing", Range Officers signal safe" will be given and the Range offi-
  • cer will direct the shooters to verify their score with the scorer and sign their score card.
SPECIFIC RULES - RIFLE EVENT
EQUIPMENT
  • Any 22 LR caliber rimfire rifle.
AMMUNITION
  • 22 LR caliber rimfire only. No magnum or hyper-velocity ammunition.
SIGHTS
  • All conventional iron sights, scopes or electronic sights are allowed.
CLIPS/TUBES
  • Clips or tubes may be used. The choice of firearm type is up to the shooter. Each clip may contain no more than ten(10) rounds & tubes may contain no more than thirty(30) rounds. No clip or tube speed reloading device may be used.
NUMBER OF LOADED 10 ROUND RIFLE CLIPS / MAGAZINES. *All classes*
  • THREE MAN TEAM****three(3) loaded.
  • TWO MAN TEAM****five(5) loaded
  • >
  • An unlimited amount of ammunition and any number of empty clips may be used. The inital pre-loaded rounds must be expended before a shooter may start to reload, unless a clip falls forward of the firing line. Then the shooter may reload another ten(10) round clip. All reloading must be done by hand and you may reload ONLY for yourself.
POSITION
  • Standing position only as defined in the current NRA Rifle Rules. The shooter may rest his elbow on his side. The rifle must be supported by two hands and one shoulder only, as outlined in the current NRA Rifle Rules.
  • Shooters clothing, body and gun must be clear of artificial support -- no slings, palm rests, hook butt plates or NRA type shooting jackets are allowed. Shotgun shooting vests are allowed. Forward of the chamber, the rifle may measure no more than 3-1/2 inches from the top of the barrel to the bottom of the forearm. Shooters may hold onto their clip while shooting - this does not constitute a palm rest. No portion of the shooter's body or clothing may rest upon or touch the ground in advance of the firing line or touch the bench.
PROCEDURE
  • The shooters begin with the rifles unloaded, lying on the table with actions open, muzzle pointing downrange.
  • When the audible signal is heard, the shooters may pick up their rifles and load them. Targets may be engaged in any order. Targets hit by shots fired after the expiration of the time limit shall not be scored as judged by the officials.
RANGE COMMANDS
A) Course description in the "ready area"! Range Officers check squadding to verify correct team has reported.
B) "Shooters - Have you read and understood the rules?"
C) "Shooters from team _______, this is the rifle portion of your course of fire. You have two(2) minutes to prepare for your relay." (Interval: 2 minutes)
D) "Shooters, your preparation period has ended. You will have________ minutes complete your course of fire.
E) "Shooters Ready" (Interval: 3 seconds)
F) "Stand by." (Interval: 3 seconds)
G) "Fire" Relay commences and lasts until the time runs out.
H) "Cease fire". Range Officers signal safe!"
I) Administrative Commands: At the completion of fire, the Chief Range Officer will direct the shooters to (1) place the visible chamber plug in the chamber and case the firearm (2) verify their score with the scorer and sign their score cards.
OVERVIEW OF THE SPORTSMAN'S TEAM CHALLENGE
COMBO EVENT
  • As the name implies, the Combo event is a combination of rifle and handgun shooting. It is designed to test each team's ability to work together as well as their ability to come up with the best team strategy.
  • The course consists of fifty(50) knockdown targets, five(5) four-inch targets at twenty-five(25) yards, ten(10) four-inch targets at thirty-five(35) yards, five(5) four-inch targets and five(5) two-inch targets at forty-five(45), fifty(50) and sixty(60) yards, and five(5) three-inch targets at seventy-five(75) yards. All team members will shoot at the same time, one shooting 22 rimfire rifle and two shooting 22 rimfire handguns. Shooting is from the standing position, and one or two hand hold is permitted for handguns.
TIMING
THREE PERSON AND TWO PERSON TEAMS
  • Sportsman Open***1 minute 30 seconds
  • Industry Open***1 minute 30 seconds
  • Sportsman AA***1 minute 45 seconds
  • Sportsman A***2 minutes
  • Sportsman B***2 minutes
  • Sportsman C***2 minutes
  • Industry***2 minutes
  • Sportsman Lady***2 minutes
  • Sportsman Junior***2 minutes
RELAY
  • An audible signal starts the clock descending from the beginning time. When the clock reaches zero, all shooting is finished. Any shot fired after the cease fire, as determined by the scorer, will not count.
  • All three shooters shoot at once and the targets may be shot in any order by either the rifle shooter or the two handgun shooters. ONCE THE RELAY BEGINS, SHOOTERS MAY NOT EXCHANGE FIREARMS. However, a shooter may put down his firearm after firing his initially loaded rounds, clear it and load for another shooter. Should a competitor's gun jam or become inoperable before the initial rounds are expended, the shooter must notify the Range Officer and be cleared to load for a teammate. However, if the firearm is found to be operable by pulling the slide back and/or pulling the trigger, that team's score will be disqualified. After loading for a partner, that shooter may reload for himself and continue to fire. Upon completion of this event, shooters must clear their firearm by removing the clips or opening the action and extracting any loaded rounds. Firearms must be placed gently on the support platform, muzzle facing downrange after they are cleared and until they are instructed by a Range Officer that they may case their firearms.
SCORING
  • There are a total of fifty(50) aperture targets in this course of fire. The five(5) targets at twenty-five(25) yards are worth one(1) point each. The ten(10) targets at thirty-five(35) yards are also worth one(1) point each. The five(5) four-inch targets at forty-five(45), fifty(50) and sixty(60) yards are worth one(1) point each and must be knocked down in order for the five(5) two-inch targets at each distance to be revealed and then knocked down. The five(5) two-inch targets are worth three(3) points each at forty-five(45) yards and fifty(50) yards and five(5) points each at sixty(60) yards. The final bank of five(5) three inch targets at seventy-five(75) yards are worth three(3) points each. There are no bonus points in this event, total score equals one hundred(100). All targets must be knocked down to score.
SAFETY
  • All competitors must shoot from behind the booth on the firing line. The booth has a support shelf for firearms, clips, ammo, etc. Firearms will be brought to the booth cased and with visible chamber plugs in place prior to the start of the relay. A Range Officer will check all equipment before the match.
  • Firearms are to be placed on the shelf with the muzzle pointed downrange. Actions must be open, clips out, tubes fully extended or cylinders open.
  • The rifle shooter may have up to thirty(30) rounds loaded in the tube of the rifle or in clips, ten(10) rounds maximum per clip.
  • Handgun shooters may have a maximum of ten(10) rounds loaded in each of two(2) magazines or speedloaders on the bench next to their firearms.
  • A magizine or speedloader that falls in front of or beside the booth may NOT be retrived, however if the same falls behind the booth it may be retrived in a safe manner.
  • Should a firearm fall or be dropped after the signal to commence firing--the gun may not be picked up and used in the match, but the other shooters may continue to fire. Should a firearm fall or be dropped before the initially loaded rounds are expended, that competitor may not reload for any teammates, but may do so if the firearm falls after the initially loaded rounds are expended.
  • ALL rounds fired from a rifle or pistol to clear the firearm MUST be fired ONLY into the downrange backstop(berm) in a safe manner.
  • Any person handling a firearm in an unsafe manner will be subject to disqualification and/or expulsion from the Range. This includes infractions observed before, during or after the event.
PREP TIME
  • A waiting area will be designated for teams scheduled to shoot next. Shooters must arrive at the "waiting area" on time, (15 minutes prior to their scheduled shooting time) as it is important for the Range Officer to discuss the event with them and read them the event rules. Shooters arriving late will not be allowed to fire the combo event if they have not received "Range Officer" instructions.
THE MATCH
  • The course consists of fifty(50) targets set up at distances between twenty-five(25) and seventy-five(75) yards.
  • A 22 caliber rifle and two 22 caliber handguns are mandatory.
  • No magnum or hyper-velocity ammo. High velocity ammo is recommended.
  • All shooting will be done from the standing position.
  • Targets may be engaged by any shooter in any order but, in order to knock down the two-inch targets at forty-five(45), fifty(50) and sixty(60) yards, the four-inch targets directly to the left or right of each two-inch target must first be hit and knocked down.
  • Range Officers will check squadding to verify that the correct team has reported. An equipment and safety check will also be performed at this time.
  • Each team will have a two(2) minute prep time which will be signaled to the team as follows: "Shooters from team number ____, this is the Combo event. You have two minutes to prepare for your relay."
  • All three team members may now prepare their equipment at the shooting station.
  • After the two(2) minute prep time, the Range Officer will notify the shooters that "Your preparation time has ended.
RANGE COMMANDS
A) Course description in the "ready area"! Range Officers check squadding to verify correct team has reported.
B) "Shooters - Have you read and understood the rules?"
C) "Shooters from team _______, this is the rifle portion of your course of fire. You have two(2) minutes to prepare for your relay." (Interval: 2 minutes)
D) "Shooters, your preparation period has ended. You will have________ minutes to complete your course of fire.
E) "Shooters Ready" (Interval: 3 seconds)
F "Stand by." (Interval: 3 seconds)
G) "Fire" Relay commences and lasts until the time runs out.
H) "Cease fire". Range Officers signal safe!"
I) Administrative Commands: At the completion of fire, the Chief Range Officer will direct the shooters to (1) place the visible chamber plug in the chamber and case the firearm (2) verify their score with the scorer and sign their score cards.
SPECIFIC RULES - COMBO EVENT
EQUIPMENT
  • Any 22 LR caliber rimfire rifle and 22 LR caliber rimfire handgun.
AMMUNITION
  • 22 LR rimfire only. No magnum or hyper-velocity ammunition.
SIGHTS
  • All conventional iron sights, scopes or electronic sights are allowed.
MAGAZINES/CLIPS/TUBES
NUMBER OF LOADED 10 ROUND RIFLE CLIPS / MAGAZINES. *All classes*
  • THREE MAN TEAM****three(3) loaded.
  • TWO MAN TEAM****five(5) loaded
  • Rifle: Clips, magizines, or tubes may be used.
  • Tubes may contain no more than thirty(30) rounds.
  • No clip or tube speed reloading device may be used.
  • All reloading must be done by hand and reloading can begin only after a shooter's initially loaded rounds have been expended, unless a clip falls forward of the firing line. Then the shooter may reload another clip for himself only.
  • After that, a shooter may reload for another team member, and may load to the capacity of the factory clip.
  • No reloading device may be used. All reloading must be done by hand.
NUMBER OF LOADED 10 ROUND HANDGUN CLIPS / MAGAZINES. *All classes*
  • THREE MAN TEAM****two(2) loaded.
  • TWO MAN TEAM****five(5) loaded
  • Handgun: Each magazine or clip may contain no more than ten(10) rounds--with a maximum of twenty(20) rounds loaded.
  • Note: An unlimited amount of ammunition and any number of empty clips/magazines may be used.
POSITION
  • Rifle: Standing position only as defined in the current NRA Rifle Rules. The shooter may rest his elbow on his side. The rifle must be supported by two hands and one shoulder only, as outlined in the current NRA Rifle Rules.
  • Shooters clothing, body and gun must be clear of artificial support -- no slings, palm rests, hook butt plates or NRA type shooting jackets are allowed. Shotgun shooting vests are allowed. Forward of the chamber, the rifle may measure no more than 3-1/2 inches from the top of the barrel to the bottom of the forearm. Shooters may hold onto their clip while shooting - this does not constitute a palm rest. No portion of the shooter's body or clothing may rest upon or touch the ground in advance of the firing line or touch the bench.
  • Handgun: Standing position with the gun held in a one or two hand hold, arms extended. The "off-hand" may not grip the gun forward of the trigger guard, with the exception that the shooter may hold any optical sight attached to the gun.
  • Shooters clothing, body and gun must be clear of artificial support. No portion of the shooter's body or clothing may rest upon or touch the ground in advance of the firing line or touch the bench.
PROCEDURE
  • Shooters begin with firearms unloaded, lying on the table with actions open, cylinder out, muzzle pointing downrange.
  • Shooters may not be touching their firearms prior to the start signal.
  • When the audible signal is heard, the shooters may pick up their firearms and load them. Targets may be engaged in any order.
  • Targets hit by shots fired after the expiration of the time limit shall not be scored as judged by the officials.
OVERVIEW OF THE SPORTSMAN'S TEAM CHALLENGE
SHOTGUN EVENTS
  • The shotgun events are designed to test shooting skills in various simulated field situations. It involves both individual skills as well as teamwork.
  • The match itself is divided into three events.
  • The FLURRY EVENT is shot simultaneously by the team members from from individual shooting stations at fifty(50) clay targets thrown toward and over or to the sides of the shooting stations inquick succession.
  • The FLUSH EVENT is shot simultaneously by the team members from from individual shooting stations, and there are fifty(50) clay targets thrown in quick succession at various angles and elevations moving away from the shooters.
  • The MIXED BAG EVENT is shot in turn by one member of the team, each from individual shooting stations. Each shooter will call "pull" for the next "double," but there is a three(3) minute time limit on completing the fifty(50) target course. These targets will be moving at various angles across the shooting stations.
  • In all three events, shooters may have only two(2) shells loaded in their shotguns at ANY time.
  • Scores are based on the total number of targets broken.
TIMING
  • The Flurry and Flush are not timed events as such, while the Mixed Bag must be completed within three(3) minutes.
RELAY
  • Shooters will shoot from three(3) separate stations.
  • Shooters in the Flush and Flurry, may shoot at any target thrown, in any order, and may continue to do so until the last clay target has been thrown.
  • The Mixed Bag must be shot in order.
  • Two man teams may pick any two stations.
  • Upon completion of the shotgun events, the shooters must clear their shotguns by extracting any loaded rounds and opening the action. The shotguns must be placed in the shotgun rack after they are cleared and until instructed by the Range Officer that they may case their shotguns.
SCORING
  • Scoring is two(2) points for each clay target broken, for a possible total score of one hundred(100) points in each event.
SAFETY
  • All competitors must shoot from within a shooting station on the firing line. The station has a shelf for firearms, shells, etc. Shotguns will be brought to the station unloaded with actions open prior to the start of the relay.
  • A Range Officer will check all equipment before the match, including making sure that only two shells may be loaded at one time in each gun.
  • Pump and auto loader shotguns must be plugged to accept no more than two(2) shells. (One in the chamber and one in the magazine.)
  • Shotguns are to be placed on the shelf with the muzzle pointing downrange. Actions must be open--the shotguns unloaded. Shooters may have an unlimited number of shells either placed on the station shelf or on their person.
  • Only one(1) shotgun will be permitted in each shooting station. The shooter must clear any jam in a safe manner, whereupon he may continue shooting.
  • Should any shooter not be able to clear a jam, he must lay the shotgun down on the shelf, muzzle pointed downrange. NO ALIBIS.
  • Any person handling a firearm in an unsafe manner will be subject to disqualification and/or expulsion from the Range. This includes infractions observed before, during or after the event.
PREP TIME
  • A waiting area will be designated for teams scheduled to shoot next. In the waiting area, the team will be briefed on the event by a Range Officer. Shooters must arrive at the "waiting area" on time, (15 minutes prior to their scheduled shoot time) as ****no shooters will be allowed to shoot the event if they have not received "Range Officer" instructions.****
THE MATCH
FLURRY EVENT
  • In the Flurry event, the three shooters will be positioned in individual shooting stations approximately thirty-five(35) yards in front of the traps.
  • Five(5) automatic traps set at fixed angles will throw fifty(50) targets toward and overhead or to the sides of the shooting stations.
  • Upon the captain's call of "pull," five(5) targets will be thrown simultaneously to begin the event. The next target will be thrown from one (1.0) to one and half (1.5) seconds later depending on the teams classification and thereafter targets will be thrown (randomly from any one of the five traps) at one (1.0) to one and half (1.5) seconds depending on the teams classification, until the remaining(45) targets have been thrown.
  • If five(5) targets are not thrown on the initial release, the event will be stopped and restarted
  • In the case of a broken clay target(s) during the remaining forty-five(45) targets, the puller will throw "make up" targets, so each team will face fifty(50) "clean" targets. If five broken targets in a row are thrown, or if there are eight broken targets thrown overall in the Flurry or Flush, the team will reshoot the event.
  • In the event of any trap breakdown during the Flurry or Flush, the score will be voided and the event will be re-shot by the team.
FLUSH EVENT
  • In the Flush event, the three shooters will be positioned in individual shooting stations. There will be two(2) automatic traps positioned to the right of the shooters and two(2) to the left, with a fifth trap in front of the shooters. The four(4) traps on either side of the stations will throw fixed angle crossing targets. The trap in front of the shooters will throw rising targets.
  • Upon the captain's call of "pull," five(5) targets will be thrown simultaneously to begin the event. The next target will be thrown from one (1.0) to one and half (1.5) seconds later depending on the teams classification and thereafter targets will be thrown (randomly from any one of the five traps) at one (1.0) to one and half (1.5) seconds depending on the teams classification, until the remaining(45) targets have been thrown.
FLURRY and FLUSH Two Person Event.
  • Same as above except, teams will get three(3) targets on the captains call of "pull" and 47 singles for a total of 50 targets.
  • The time between each target after the initial 3 will be set to 1.75 sec for classes B, C, Lady, and Juniors.
MIXED BAG
  • In the Mixed Bag event, the shooters will be positioned in individual shooting stations. There may be 5-8 automatic traps set in various locations to the sides, in back or in front of the stations. As in the Flush, the traps will throw fixed angle targets.
  • Shooting will begin from the left station and each shooter will shoot doubles at each call of "pull." A random selection of doubles will not allow the shooter to know from which traps the next targets will be thrown.
  • Since the shooting will start on the left, go to the middle and then right stations before returning to the left, the last double will be shot by the shooter on the left. (He will shoot one more set of doubles (9 pairs) than the other two shooters.) (8 pairs each) Total twenty-five(25) pairs. Two man teams: 13 pairs for shooter number 1 and 12 pairs for shooter number 2.
  • Should one or more pairs be thrown broken, the pairs, no matter how many, will be made up by the shooters after the regulation 25 pairs have been thrown. An additional eight seconds will be allowed to shoot each substitute pair.
  • Shooters must be able to load only two(2) shells at a time in their shotguns. The initial loading will take place following the preparation period and upon the Range Officer's command. Shooters may continue to load one(1) or two(2) shells without further commands from that point on.
RANGE COMMANDS
  • Range Officers will check squadding to verify that the correct team has reported. An equipment and safety check will also be performed prior to the start of the match.
  • Each team will have a two(2) minute prep time which will be signaled to the team as follows:"Shooters from team number ____, this is the shotgun Flurry (Flush or Mixed Bag) event. You have two minutes to prepare for your relay." All three team members may now prepare their equipment at the shooting station.
  • After the two (2) minute prep time, a Range Officer will notify the shooters that "Your preparation period has ended." After approximately thirty(30) seconds, the official will say,
  • Shooters ready," and within ten(10) seconds the captain must call "pull" for the first targets.
  • The command "Cease firing, Range Officers signal safe" will be given and the Range Officer will direct the shooters (1)case their firearms (2)to verify their score with the scorer and sign their score card.
SPECIFIC RULES - SHOTGUN EVENT
EQUIPMENT
  • Any shotgun, twelve(12) gauge or smaller is permitted.
AMMUNITION
  • Maximum load is a 3 1/4 dram equivalent, 1 1/8 oz. shot and shot size no larger than #7 1/2.
  • This means that either #9, #8 or #7 1/2 shot size may be used with a maximum powder 3 1/4 dram equivalent, and 1 1/8 ounce shot.
  • Factory ammunition only--no reloads.
LOADING
  • No more than two(2) shells may be able to be loaded in any shotgun at any time. Pump action or semi-automatic shotguns must be plugged to permit no more than two(2) shells. (One in the chamber and one in the magazine.) Guns will be checked by a Range Officer. Any gun not plugged as specified will not be permitted on the line.
POSITION
  • The shooter may not use any artificial means of support and the shooter may not lean against the shooting station. The shooter may not swing and/or shoot past the posts on either side of the station or on top of the station.
PROCEDURE
  • The shooters begin with two (2) shells loaded in their guns, muzzle downrange. Upon the captain's call of "pull," shooters may shoulder their shotgun and continue firing until "cease fire" is called. (Flush & Flurry).
  • In the Mixed Bag, each shooter must call "pull" for their pairs and only one(1) shooter is permitted to shoot at a time. Should a team member shoot out of turn, the team will lose both targets in that sequence. The twenty-five(25) pair event must be completed within the three(3) minute time limit. In the case of any "no birds," eight(8) seconds per pair will be allotted on the clock to complete the course. Under no circumstance will more than one coach be permitted near the shooters at any event.
RANGE COMMANDS
A) Course description in the "waiting area"! Range Officers check squadding to verify correct team has reported.
B) "Shooters -- have you read and understood the rules?"
C) "Shooters from team ___, this is the Flurry (or Flush or Mixed Bag) event. You have two(2) minutes to prepare for your relay." (Interval: 2 minutes)
D) "Shooters, your preparation period has ended."
E) After about thirty(30) seconds, the Officer will say, "Shooters ready."
F) Within ten(10) seconds, the captain must call "pull" to begin the event.
G) The relay lasts until the last target is thrown and the command "Cease Fire, and the Range Officers signal "Safe" is given.
H) Administrative Commands: At the completion of fire, the Chief Range Officer will direct the shooters to (1) case the firearm (2) verify their score with the scorer and sign their score cards.
FIELD LAYOUTS CAN BE SEEN HERE.