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WESTERN 3 GUN RULES
WESTERN 3 GUN
is an action shooting
sport that requires 1900 period guns, an alias,
and period dress. Listed below are a
set of basic rules for competing in the sport.
ALIAS:
Just like the “Old West” gunfighters,
it is desired that contestants have an alias, but your
own name may be used. Alias’ already
used in other organizations will be reserved until
December 31, 2005. After that, they
will be offered to general membership.
DRESS:
Minimum dress required for a W3G match
is jeans, western style shirt, western boots,
and a cowboy hat. Other accessories
such as western chaps, spurs, vests or pocket
watches are encouraged but not
required. W3G does not allow ball caps, t-shirts, hiking
boots with lug tread or sneakers of
any kind.
GUNS ALLOWED:
PISTOL:
Any single action
revolver in .32 caliber or larger, in safe working order.
Sights may be modified, however they
must remain a front blade type sight with a rear
window or notch. Adjustable rear
sights are allowed. No coloring of sights other than
black will be allowed. No target grips
or fiber optic sights allowed. All firearms are
subject to W3G approval.
RIFLE:
1866, 1873, 1892, 1894,
Henry, Lightning, Marlin and any other lever action
pistol caliber rifle in .32 center
fire or larger with an exposed hammer, that is in safe
working order.
SHOTGUN:
Single and double
barrel guns with no ejectors, 1887 lever and 1897 pump
action guns with exposed hammers. All
guns must be 20 gauge or larger, in safe working
order. No Marlin shotguns.
MATCH AMMO:
Pistol
ammo is limited to a
maximum muzzle velocity of 1000 fps.
Rifle
ammo must not exceed a
muzzle velocity of 1400 fps.
Shot
size is limited to a #6
lead shot or smaller.
No armor piercing, steel core, or steel jacketed bullets
allowed.
Frangible bullets are allowed and
encouraged.
Any questionable ammo is subject to
chronograph and possible disqualification from the
match.
HOLSTERS AND AMMO BELTS:
Each holster must be of a traditional
western style, made of leather or canvas, capable of
retaining the gun throughout the
course of fire. Holsters are to be worn one on each side
of the belly button.
All ammo carrying belts must be worn
on the body, either as a belt type worn at or below
the belly button, or as a pouch on the
belt.
Shotgun belts may not hold more than
two rounds per loop. Rifle and pistol ammo must
be in individual loops. Slides are
allowed, and bandoleers must be worn in a traditional
style over the shoulder.
CLASSES:
OPEN CLASS:
This class is for the highly
competitive shooter, however all are welcome. Any stage can
be shot with any style. This is
strictly a “ go
fast” class
and shooters will compete for
cash and prizes within this class
only. There is no age distinction in the Professional
Class.
SHOOTIST CLASS:
(Fixed and adjustable
pistol sights allowed)
This class allows the shooter to shoot
with both hands. However, if a shooter feels that it
is to his advantage on any stage to
fire his or her pistol with either hand unsupported, he
or she may do so.
This class will be divided into Men’s
and Women’s age based groups beginning with
Tenderfoot ages 10-14, Junior’s ages
15-17, 18 thru 29, 30’s, 40’s, 50’s, 60’s and 70’s.
DUELIST:
A shooter that chooses to fire one gun
at a time unsupported and may use either hand to
do so. There are no age distinctions
in this class.
GUNFIGHTER:
A shooter that draws both pistols at
the same time and fires consecutively. The shooter
may at his discretion, draw one gun at
a time to complete the course of fire. No gun may
be holstered until all rounds from
that gun have been expended. Holsters must be one left
and one right. No crossdraws are
allowed in this class.
BLACKPOWDER CARTRIDGE:
This class allows the shooter to shoot
with both hands. 97’ shotguns are permitted, and
ammunition shall be loaded with black
powder or an equivalent substitute.
CAP AND BALL:
This class requires the shooter to
shoot duelist. Revolvers must be a minimum of .36
caliber. Shotguns must be of a side by
side design with or without exposed hammers.
Ammunition shall be loaded with black
powder or an equivalent substitute.
SCORING:
Western 3 Gun utilizes a total time
scoring system with reactionary targets that score a
one second bonus per hit. A
reactionary target will be defined as any target with a center
knockout or center scoring ring that
when hit will reduce the shooter’s time by 1 second.
W3G recommends using 5 to 10
reactionary targets per stage. Comstock scoring is also
allowed.
Targets are to be painted between
shooters for a more accurate accounting of hits and
misses.
A miss in a total time match will add
5 seconds to the shooter’s time.
COACHING:
Coaching will be allowed and
encouraged in all
amateur
classes. Prior to the
stage
starting the RO will ask the shooter
if they desire to be coached. If the shooter says “yes”
they must accept the outcome of the
stage.
There will be no coaching allowed in the
Professional Class.
If an unsafe situation
should arise, the RO will assist the
shooter or stop the shooter if necessary.
HITS AND MISSES:
Hit:
A hit is defined as any
strike on the target, including edgers.
Miss:
All guns may be
reloaded to reengage a missed target.
PENALTIES:
In the event that there is a penalty
for not following stage instructions or opening the
action on a long gun when empty, 10
seconds will be added to the shooter’s time.
A shooter cannot be started in a
faulted position. If shells or guns are to be staged, it is
the responsibility of the RO to make
sure that the stage is ready for the shooter to start.
Starting the stage without proper
items staged will be grounds for a reshoot. If there is no
start position stated, any start
position is acceptable.
STAGE DISQUALIFICATIONS:
A dropped,
unloaded
gun during a course of fire is
a stage
DQ.
Breaking the 180 degree plane is a
stage
DQ.
Holstering an empty cocked gun is
stage
DQ.
MATCH DISQUALIFICATIONS:
A dropped,
loaded
gun during a course of fire is a
match
DQ.
Holstering a loaded cocked gun is a
match
DQ.
An accidental discharge that impacts
within 5 feet of a person is a
match
DQ.
Two
stage
DQ’s will result in a
match
DQ.
GENERAL INFORMATION:
Eye and ear protection must be worn at
all times.
Once the timer has started, you own
the stage. ( NO
DO OVERS!!!)
A gun malfunction must be declared and
grounded or handed off. Finish the stage of fire
unless directed by the Range Officer
to “cease fire”. Any reshoot must be approved by
the head RO.
A shooter must not move with a finger in
the trigger guard while the hammer is
cocked, unless he or she is actively
aiming at or engaging a target.
State and Regional matches will be in
a Pro/Am format to enable the highly competitive
shooter to shoot for cash and prizes
within their own class, while the amateur shooter will
compete for trophies and awards within
their classes.
W3G considers each of its side matches
as a single event. Side matches at a W3G event
will carry the same penalties as the
main match. Side matches are separate from the main
match, and any penalties or safeties
pertain only to the side match and will not be carried
over into the main match. |