TRIPLE C MULTIGUN EVENTS
(Recommended)-Register and Pay Online by CLICKING HERE
Register and Pay when you arrive at the range. Cash or Credit Card only.
Event Fee: $45
1st Saturday and Sunday of every month. it’s a one day match that are held both days. this allows our shooters to attend and coordinate with life’s schedule. You can check OUR CALENDAR for any cancellations or updates.
7:30: Gates and Registration Opens
8:00: New Shooters Brief- Mandatory if this is your first time shooting with us.
8:30: Shooters Meeting
9:00: Match Begins
3:00–4:00: Match concludes and scores posted
3 gun: Tactical optics, limited, open, heavy
2 Gun: (Rifle & pistol) Tactical Optics, Limited, Open, Heavy
PCC: (pistol caliber carbine) – all one divisions. you can replace one gun per stage with your PCC.
Shooters will be classified based on the percentage of score, in their division, as compared to the top shooter at each match. All shooters default to Marksman until they have shot 3 matches. Then it is the average of your total match scores.
There will be 3 classes of shooter:
Intermediate – Above 51%-79%
Marksman – 50% or less
A Marksman will move up to Intermediate once their average score is between 51%-79%
An Intermediate will move up to Expert once their average score is 80% or above
Trophies: Trophies will be awarded to the top 3 shooters in each class at the end of the year.
Series Matches will be from January 1- October 31. Trophies will be awarded at the November match.
Average round count:
3 Gun: 75 Rifle, 75 Pistol, 75 Birdshot, 5 Slugs
2 Gun: 75 Rifle, 155 Pistol
All of our scores are posted online: CLICK HERE to view them.
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(Recommended)-Register, Pay and Squad Online via the Practiscore website located HERE. This is the best way to make sure you get into the match and squadded with your friends.
If you register online, you can cancel and be refunded no later than 48 hours of the match. After that, there are no refunds.
You can also register and pay when you arrive at the range. Cash and Credit card are the only forms of payment accepted. No checks.
Squadding: We will make every effort to squad you with your friends, but one a squad is full, we will not add additional shooters to it. Having unbalanced or larger squads adds 60 minutes PER SHOOTER to the day.
The match is a one day match that is held both days.
You do not have to attend both days.
We are the first to offer this format.
We do it to allow those that work or have other obligations on Saturday as chance to come and shoot on Sunday and vice versa. The stages are the same both days.
Check our calendar for cancelations or updates. Mother nature and major matches at the range can alter our schedule and the calendar is the first place to get updated and is always current. You can see our calendar by CLICKING HERE.
BE ON TIME! It takes at least 30 minutes from the time you enter the front gate to drive back to the parking area, walk to the Pro Shop, wait your turn in line and get registered.
If this is your first time shooting with us, the 8:00 New Shooters brief is mandatory. This is for your benefit! The goal of this meeting is to prevent you from doing something unsafe and get disqualified. We also answer any questions you may have at this time.
Our Multigun Events are beginner friendly! Your skills will be tested but you won’t be alone. We developed a Mentor Program where you are paired with an experienced shooter on your squad that will coach and guide you through out the match.
2-3 Natural Terrain and 2-3 Bay Style Stages
Bring at least the above mentioned amount of ammo. Bringing more is always better!
Updated October 28, 2018 – Updates are in Red
SPEEDING ON THE RANGE ROADS . 15 MPH LIMIT IS STRICTLY ENFORCED. PLEASE RESPECT THE PROPERTY.
1.1 Participants are subject to match disqualification for violation of any rule or regulation. The match will be run on a COLD RANGE.
1.2 COLD RANGE (definition): Participants firearms will remain unloaded (no ammo or magazine in gun) at the match site except under the direction of a match official.
1.3 Unloaded firearms may be handled and/or displayed only in areas dictated by RO’s or a Vehicle. Pre-loading a shotgun at your vehicle is ok. Pre-loading is defined as loading a magazine tube, having one on the lifter if desired, but nothing in the chamber and bolt must be forward.
1.4 Long guns (carry from vehicle or between stages)
1.4.1 Long guns should be cased or carried with the muzzle STRAIGHT up. Long guns should be carried with detachable magazines removed, bolt forward or back, your choice.
1.5 No participants or spectators shall consume or be under the influence of alcohol or non-prescription drugs at the match site before or during shooting. 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 and Ear protection is mandatory for participants, spectators and range personnel while on or near a stage of fire.
2. Disqualifications (DQ’s)
2.1 The following will earn you a Match DQ and does not allow the shooter to continue with the match or eligible for prizes.
2.2 Match disqualification for negligent discharge, which is defined as a discharge of a rifle, carbine or shotgun while the butt stock is not touching your shoulder or a discharge of a pistol while not aimed at a target. Shooter must have a sight picture during all shots.
2.3 A participant shall be disqualified from the Match for dropping a gun (loaded or unloaded) anytime between the Load and Make Ready command and the Range is Safe command from the Range Officer.
2.4 A participant shall be disqualified from the Match for allowing the muzzle of his/her loaded firearm to break the safety plane of the designated shooting area or breaking the 180 degree plane.
2.5 A participant shall be disqualified from the Match for unsportsmanlike conduct.
2.6.1 Intentionally altering targets prior to them being scored to gain an advantage or to avoid a penalty
2.6.2 Altering or falsifying score sheets.
2.6.3 Altering the configuration of firearms or equipment to gain advantage
2.6.4 Altering the course of fire. (i.e., moving props and or targets) This includes, but is not limited to, the repositioning or altering of targets, no-shoots, barriers, barrels, walls, tables, grounding containers, fault lines, painted markings, banners, trees, bushes or anything else deemed by match officials to create an unfair advantage.
2.7 Consuming or be under the influence of alcohol or non-prescription drugs at the match site while shooting is taking place.
2.8 Shooting prohibited ammo
2.9 Failing to help reset and/or tape targets. (One warning will be issued by the RO on the stage.)
2.10 This is not an all-inclusive list of unsportsmanlike
2.11 A participant shall be disqualified 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 officer, dropping a loaded or unloaded gun, pointing a gun, loaded or unloaded at their self or another person.
2.12 A participant will earn a Match DQ if they have two of the following stage DQ’s in a single match.
The following will earn you a Stage DQ:
2.13 A participant will earn a Stage DQ for abandoning an unsafe gun.
2.14 Re-holstering a loaded or unloaded pistol after the timer has started and before instructed by the RO to “holster” at the end of a stage is not allowed and is a Stage DQ.
2.15 A participant will earn a Stage DQ for shooting prohibited ammo- See section 4.
2.16 A participant will earn a Stage DQ for shooting targets closer than the outlined minimum safe distance. See section 4.4
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 or Match Director.
3.2 Clothing with any offensive or obscene logos, sayings, pictures or drawings will not be worn or displayed while at the match site/range.
3.3 Reshoots may only be authorized by the Range Master or Match Director.
3.3.1 Reshoots will not be given if an item doesn’t perform and the competitor brought it or had it brought to the range.
3.3.2 If an item that belongs to the range doesn’t perform, a reshoot will be considered by the Range Master or Match Director.
3.3.3 If a target falls over or wasn’t reset and the shooter hasn’t fired at it yet, the shooter will fire a shot at where the target should have been. Reshoots will not be issued for this.
4.1 Shotgun ammunition will be 20 gauge or larger.
4.1.1 No steel shotgun ammunition allowed.
4.2 Rifle ammunition shall be .223 or larger
4.2.1 No Steel core ammo allowed (Note: Steel cased is ok, as long as the projectile isn’t steel core. If you are in doubt, see if the projectile (not case) sticks to a magnet. If it DOES NOT, you’re good. If it DOES, using a pair of wire cutters, cut the tip of the bullet off approx. 1/8” back. If you CAN’T cut it, it’s steel core and CAN NOT be used. If you CAN cut it, it’s lead and CAN use it. This rule applies to both steel and paper targets.
4.2.2 Rifle ammo may not exceed 3,000 feet per second from your gun. (This causes damage to targets).
4.3 Use of prohibited types of ammunition will result in a match disqualification.
4.4 Minimum Safe Distance
The minimum safe distance for shooting a target, steel/metal prop, wall, etc.. is:
Clays: 2 yards
Birdshot on Steel targets or props: 7 yards
Slug on Steel targets or props: 35 yards
Pistol on Steel targets or props: 8 yards
Rifle on Steel targets or props: 35 yards
Shooting a target or prop at less than the above-mentioned safe distance will result in a Stage DQ.
5.1 All firearms used by competitors shall be serviceable and safe.
5.2 If a competitor’s firearm becomes unserviceable during competition, the shooter must contact the Range Master or Match Director to receive approval to change guns.
5.3 There is no changing guns or altering guns during the match without approval from the Range Master or Match Director.
6. Firearms Classifications and Divisions:
6.1.1 Open Division: Shotgun: Box fed, unlimited capacity, speed loading devices (sticks), electronic/holographic sights are allowed.
6.1.2 Open Division: Rifle: Bipods, more than (1) holographic or electronic sights are allowed.
6.1.3 Open Division: Pistol: Comps, Barrel Ports, Holographic sights, and up to 171.25 mm magazines are allowed.
6.1.4 Tactical Optics Division: Shotgun: Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
6.1.5 Tactical Optics Division: Rifle: No bipods. (1) Holographic or electronic, magnified optic allowed. Back up or Offset Iron sights are allowed.
6.1.6 Tactical Optics Division: Pistol: No barrel ports or comps. Iron sights only. Up to 141.25 mm length magazines.
6.1.7 Limited Division: Shotgun: Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
6.1.8 Limited Division: Rifle: No bipods. (1) Holographic or electronic, NON-magnified optic allowed. Back up or Offset Iron sights are allowed.
6.1.9 Limited Division: Pistol: No barrel ports or comps. Iron sights only. Up to 141.25 mm length magazines.
6.1.10 Heavy Irons Division: Shotgun: 12 Gauge Pump Shotgun Only, Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
6.1.11 Heavy Irons Division: Rifle: Minimum Caliber .308 WIN. Only. No magazine restrictions. No bipods. (1) Holographic or electronic, NON-magnified optic allowed. Back up or Offset Iron sights are allowed.
6.1.12 Heavy Irons Division: Pistol: .45 ACP caliber. 10 Round magazine max. No barrel ports or comps. Iron sights only.
6.1.13 Heavy Optics Division: Shotgun: 12 Gauge Pump Shotgun Only, Max of 9 rounds in the gun before the start. After the start, no restrictions. Iron sights only. No Box fed magazines or speed loading devices. No barrel ports or comps.
6.1.14 Heavy Optics Division: Rifle: Minimum Caliber .308 WIN. Only. No magazine restrictions. No bipods. (1) Holographic or electronic, magnified optic allowed. Back up or Offset Iron sights are allowed.
6.1.15 Heavy Optics Division: Pistol: .45 ACP caliber. 10 Round magazine max. No barrel ports or comps. Iron sights only.
6.2 Production Division
6.2.1 Pistol: Striker fired pistol with a max capacity of 17 rounds in the magazine. Iron sights only. No magazine extensions. No external modifications.
6.2.2 Rifle: Iron sights or one non magnified optic. Magazines can not be capable of holding more than 30 rounds. No magazine extensions. No bipods.
6.2.3 Shotgun: Iron sights only. No barrel ports or comps. Max capacity of 5 rounds in the tube. No box feds.
6.3 Pistol Caliber Carbine (PCC)
6.3.1 This division follows the OPEN division rules with the addition that you can substitute ONE gun per stage with your PCC. It is up to the shooter which gun they want to substitute. They are still required to engage every target and regular penalties with be used.
6.4 Any violation of the above division rules will put you in the Open division unless it is determined you are trying to game the scores, and in which case you may receive a penalty or Disqualification of the MD or RM choosing.
6.5 No changing divisions during the match, unless bumped to Open by RM or MD
7.1 Scoring per stage will be time plus penalties/points. Stage points will be assigned when stages are announced. A maximum time allowed to shoot any stage will be set prior to the start of the match.
7.1.1 Any paper target designated as a “shoot” target requires
Rifle and Pistol: (All divisions except Heavy) One (1) hit in the A or B area, or if using the new USPSA targets with no B, then it’s 1 hit in the A or two hits inside the outermost scoring perforations on the target. Rifle or Pistol: (Heavy Divisions Only) Requires one (1) hit inside the outermost scoring perforations on the target. Slug: Requires one (1) hits inside the outermost scoring perforations on the target.
7.1.2 Falling targets must fall to the ground to score. No ‘spinning’ targets are used
7.1.3 Static targets must be struck solid enough to cause an audible sound or visible impact by the R.O. Only R.O.’s will call hits.
50 yards or less:
Failure to Neutralize Paper: Shooter only has one hit on paper but it’s not in the A or B area: 5 seconds
Unhit: Any target not hit, no matter if the shooter fired at it or not: 10 seconds
Each hit on a designated “No-Shoot” target: 5 seconds
Missed Flying Clay: 5 seconds
Failure to rotate Spinner: 60 seconds, or 30% of the PAR time for that stage, whichever is less.
50 yards or greater:
Failure to Neutralize Paper: Shooter only has one hit on paper but it’s not in the A or B area: 10 seconds
Unhit: Any target not hit, no matter if the shooter fired at it or not: 15 seconds
7.1.4 Procedurals: Firing a shot outside of the designated shooting area: 5 seconds per shot fired. Plus, the shots fired won’t be scored. If a falling steel is knocked down while shots fired outside the shooting area, the shooter will receive a Unhit penalty because it was not engaged from the shooting area.
8.1 First Place (lowest time) for each stage, in each division, will receive 100% of the points available for that stage. Second place and below will receive points on a percentage basis from the first place time multiplied by the number of stage points.
8.2 All divisions will be scored separately.
8.3 Total points accumulated for all stages will determine match placement by division.
8.4 Highest score in each division wins.
9.1 Unpopular with most matches, but we highly encourage coaching from your shooting buddy, while you’re on the clock!! You won’t hear a word from the R.O., as their job is to maintain a safe and fair shooting environment. You’re responsible for assigning a shooting coach(s). They can call out your load sequence on shotgun, hand you ammo or magazines or whatever. They CAN NOT call your hits on targets. They CAN NOT hand you a gun.
10. Arbitration Rules & General Principles
10.1 Administration – Occasional disputes are inevitable in any competitive activity governed by rules. It is recognized that at the more significant 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.
10.2 Access – Protests may be submitted for arbitration. Protests arising from a safety infraction will only be accepted to determine whether or not an infraction as described by the range official was in fact unsafe.
10.3 Appeals – Decisions are made initially by the Range Officer 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. His decision is final. Under no circumstance will any kind of hollering or unprofessional attitude be tolerated. If this happens, you will be escorted from the property and banned from coming back.
10.4 Video- Video can be looked at by the Range Master or Match Director.
You can sling your long gun, muzzle up or down, your choice. The 180 rule doesn’t start until a magazine goes in the rifle or a round goes in the chamber of a shotgun.
11.1 Rifles will be slung with no magazine inserted, no round in the chamber and bolt forward.
11.2 Shotguns will be slung per the stage description.