[wptabs id=”744″]

TWO-GUN STEEL MATCH

Director: Phil Schillawski
(216) 226-9920
[wptabs id=”590″]

The two-gun match uses two guns, rifle and pistol, to engage targets in a practical shooting
environment.  All targets are currently static steel to reduce reset times between shooters and will be at least at minimum recommended ranges to reduce bounce-back potential.  The match will emphasize firearm-handling skills such as reloads or moving between shooting positions, along with deliberate marksmanship.  Outside stressors will be placed on the shooter by shooting against the clock and requiring moderate physical activity (an exception is provided for older or injured shooters, who are welcome to participate as they are able).  To emphasize target-identification skills and to reduce reset times, the targets will not be painted.


Each standard match will consist of four or five stages, depending on the number of shooters and
time availability.  Round counts, required activities, and target engagements will vary between stages.  Deliberate marksmanship is an emphasis, so normally making up misses will not be allowed
(Virginia count) — (spray and pray is not the goal).​

Range commands will be familiar to IPSC, USPSA and multi-gun shooters.​

​All shooters are expected to arrive by 8:30 a.m. on match days to help set up the targets and other
match elements, and to participate in a match overview and safety briefing.  Shooting will begin as
soon as the safety briefing ends.  All shooters are also expected to remain after the shooting, to help
tear down the targets, collect and sort brass, etc.​

Equipment required

  • One magazine-fed rifle, carbine, or pistol-caliber carbine, with sling and at least two magazines or clips capable of holding 30 rounds all together (reloads may be required).
  • One semi-auto pistol, or swing-out cylinder or top-break revolver, with belt and holster (strong- side straight draw only) capable of retaining the pistol during vigorous activity, with sufficient magazines or speed-loaders capable of holding 30 rounds all together (reloads may be required).
  • Pouches and/or pockets sufficient for retaining extra clips, magazines and speed-loaders.
  • Maximum 100 rifle and 100 pistol rounds per match — no tracer, incendiary, steel or tungsten core, armor piercing or penetrator rounds (black tip, green tip, brown tip) are allowed.  Bi-metallic jacketed bullets are acceptable.  Lead bullet loads for pistol are highly recommended.
  • Knee and elbow pads may be desirable.  Eye and ear protection is required for all shooters and
    spectators.
  • Personal drinking water is recommended, as the range gets hot on summer afternoons.

​​Shooting Categories

  • Optics: Either or both rifle and pistol have optical sights.
  • Irons: Both rifle and pistol have only iron sights.
  • Injured, Old, or Out of Shape (IOOOS): Class for those whose bodies object to the more physical nature of activities specified in the stage description, for example, moving into and out of prone position or carrying moderately heavy objects (see example stage description below).

​​​Basic Safety Rules

Cold range!  No rifle or pistol will be loaded until the shooter is at the firing line and directed to “make ready” by the timer operator, or when specified in the stage description.  All shooters will uncase their
firearms in safe manner, insure they are unloaded, insert chamber flag in long gun and holster pistol
prior to the start of the match before the first stage description is read.​

“Show clear” is showing the timer operator or range officer that the magazine is out, the chamber(s) is empty, and confirming empty by sending the bolt/slide forward, pointing into the berm, and dropping the firing pin on an empty chamber.  All firearms must be “shown clear” to the timer operator at the end of each stage.  “Shown clear” firearms and firearms made clear during a stage by dropping the magazine and firing the round in the chamber may be carried on the stage as directed in the stage description, without the 180-degree rule applying.  Shooters carrying “shown clear” firearms should still try to avoid sweeping any person with them.

“Shown clear” firearms between stages may be carried behind the firing line slung or holstered or in
a cart, or racked, as desired.​

“Flag” is commanded at the end of each stage after showing clear for the shooter to insert the chamber flag in the long gun.​

The “180-degree rule” applies for all firearms which have not been confirmed as “shown clear.”  The muzzle of these firearms must be kept within the down-range 180-degree plane defined by the firing line, both horizontally and vertically.  All firearms that are not “shown clear” should be kept pointing
below the level of the range berm at all times to insure no rounds leave the range.

​​Magazines may be loaded with more than the total number of rounds specified in the stage description to allow for malfunctions, but no make-ups for misses will be allowed unless specified in the stage description.

​​The shooter will keep their trigger finger completely out of the trigger guard during loading, reloading, malfunction clearing, unloading, or any movement with a firearm.  Loaded single-action pistols with manual safeties and all rifles must have the safety engaged at the start of the stage and when moving between firing positions.

​​All firearms must be “shown clear” to the timer operator before the shooter leaves the firing line.

​​Firearms will be fired on the firing line only from the positions specified and at the targets specified in the stage description.

​​Range Commands

Show Clear followed by “magazine out, show clear, bolt (or slide) forward, dry fire, holster (or ‘Flag’ and sling)” for all rifles and semi-auto pistols.  For revolvers “open cylinder, show all chambers clear, close cylinder, holster.”  Given for all firearms specified by the stage description to be “unloaded and holstered/slung” at the start of the stage.

​​Make Ready

Given to signal the shooter to load all firearms specified in the stage description to be “loaded” at the start of the stage.  All manual safeties on single-action firearms must be engaged after loading, and any double + single action semi-automatic pistols must have the hammer decocked.

​​Shooter Ready?

Given after the shooter has taken the starting position specified in the stage description.

​​Stand By

Given shortly before the timer is activated.  (A slight pause, but only a slight pause, will occur between “stand by” and activating the timer.)

​​STOP

Given when something has occurred which requires the shooter to stop immediately, such as a 180-degree rule break, accidental discharge, squib round, or other disqualification/safety issue on the range.

​​Finger!

Given as a warning when the shooter has the trigger finger inside the trigger guard when loading, unloading, malfunction clearing, reloading, or moving with a firearm.  Only one “finger” warning will be given before the shooter is disqualified.

​​Muzzle! or Watch Out!

Given as a warning when the shooter has moved the muzzle of a firearm close to breaking the 180-degree plane.  Only one “muzzle” warning will be given before the shooter is disqualified.  If the 180-degree plane is broken before a “muzzle” warning can be given, disqualification will still apply.

​​Disqualifications

Disqualified shooters will “show clear” all firearms and case, rack, or cart them as soon as possible.  They will not carry or handle firearms any further that day, except to load them into their vehicle.  They may, and are encouraged to, continue to help with match duties such as spotting, scorekeeping, tear down and brass collection/distribution.

​ A shooter will be disqualified if any of the following occur:​

  • Breaking the 180-degree plane with a firearm that is not “shown clear.”
  • Losing control of any firearm during the course of shooting a stage such as by dropping it, fumbling it out of the shooter’s hand(s), or a pistol falling out of the holster.
  • Sweeping themselves or another person with a firearm that is not “shown clear.”
  • Accidental or negligent discharge—a discharge that occurs when the firearm is not pointed in the very near direction of the designated target or that sends a round over the berm.
  • Failure to follow the directions of the timer operator.
  • Belligerent behavior.
  • Impairment by alcohol or drugs.

​​Disqualifications may be appealed to the match director or assistant (if the match director is the timer operator).

​​Brass

Ejected brass will not be collected and distributed until the end of the match due to time considerations.  If a shooter desires to take their own brass home at the end of the match, it is strongly suggested that they mark their brass in a unique and distinctive manner.

​​Scoring

Scoring is by total time with penalties for misses and procedurals.  Each miss adds ten seconds and each procedural also adds 10 seconds.  A procedural occurs when the shooter fires from the wrong position, neglects a required action, or shoots the targets in other than the required order (the Timer Operator will attempt to prevent the shooter from getting a procedural, but if this is not successful, the penalty will apply).  If there is a par time for the stage and this time is exceeded, the shooter will be commanded to “STOP” after the par-time beep sounds, all firearms will be “shown clear” and the score is the par time plus any procedural penalties, penalties for any actual misses, and misses for each target not engaged before the par time was exceeded.  Note that some targets may be designated as “high value” and have higher miss penalties.