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Dynamic Six Gun (D6G) is a version of Cowboy Action Shooting that combines the firearms of Old West with modern action shooting stage design.

Western Landscape

guns

This sport can be shot with either a pair of single action revolvers that hold 6 rounds, a lever action rifle in rimfire or pistol caliber that holds 10 rounds, or a side by side shotgun of any gauge.

gear

Revolver shooters must have leather holsters that permit a smooth draw and re-holster action while also allowing the shooter to safely move quickly without the guns falling out.  Shotgun shooters will need a cartridge belt. There are no uniform requirements, though western vibes are encouraged.

skills

Shooters must be competent at safely loading and operating their equipment quickly under competition pressure. Previous experience in an action shooting sport like SASS, USPSA, or SCSA is required.

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EQUIPMENT RULES

*Note: Novice division shooters ignore all color border specific shooting methods and do not make any revolver or rifle reloads during a stage.

REVOLVERS

Revolvers will be loaded to hold 5 rounds each at the loading table, with one chamber left empty. That chamber must be the one sitting under the hammer before the guns are holstered.
On stage 3, the revolvers are loaded to just 4 rounds.

Target Engagement

Cardboard targets must be shot at twice with the revolvers. Steel targets must be shot at once.

Black Bordered Cardboard Targets (Dual Wielding)

Must be engaged with a gun in each hand, firing one shot from each gun.

Red Bordered Cardboard or Steel Targets (One Handed)

Must be engaged one handed only.

Blue Bordered  Cardboard Targets (Fanning)

Must be engaged by fanning the hammer of a revolver.

To ensure safe aiming, the shooting arm must extended outward enough so the elbow is not touching the shooter's body, and the gun must be in the line-of-sight of the shooter before the hammer is touched by the free hand.

Single Shot Reloads

If a stage requires an 11th shot, the shooter must move  behind cover and load a live round into the 6th empty chamber of a single revolver, then rotate that round into position before emerging from cover to take the final shot.

Drawing and Re-holstering Rules

The gun must be down range before the hammer is cocked when drawing. Guns may not be re-holstered until they are empty of all live rounds.

RIFLES

Lever rifles will be loaded to 10 rounds at the loading table and transported to the firing line pointing straight up with the hammer in the down position, on an empty chamber. On stage 3, the rifle is loaded to just 8 rounds.

Target Engagement

Cardboard targets must be shot at twice with the rifle. Steel targets must be shot at once.
 

Blue Bordered  Cardboard Targets (From the hip)

Must be engaged from the hip with a rifle (the rifle stock may not be shouldered).

Single Shot Reloads

If a stage requires an 11th shot, the shooter must move  behind cover and load a live round either into the loading gate, or directly into the chamber of the rifle before emerging from cover to take the final shot.

SHOTGUNS

Shotguns will be transported open and unloaded while pointing upward from the loading table to the firing line.

Target Engagement

Cardboard targets must be shot at once with the shotgun. Steel targets must be shot at once.
 

Blue Bordered  Cardboard Targets (From the hip)

Must be engaged from the hip with a shotgun (the stock may not be shouldered).

Reloads

Reloads do not have to be done from behind cover.

 
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COMPETITION STRUCTURE

Stage Scoring 

Each stage will be timed from the beep sound of the timer to the last shot taken. The shooter's score will be the amount of time it takes them to finish the stage plus any penalties they accrue. 
 

A miss is a +3 second penalty.

Shooting a target with the wrong method is a +2 second penalty.

Failure to shoot at a target is a +7 second penalty.

Novice Division

Shooters who are new to Cowboy Action Shooting must shoot the Novice Division. They will not accrue penalties for shooting with the wrong method, but will take an automatic +10 second penalty on any stage with a mandatory reload.

Determining Match Results (Rank Points)

After each stage shooters will earn Rank Points (RP) based on their string performance. If there ten shooters in a match, 10 RP  will be awarded for earning 1st place in a string, 9 RP for second, 8 RP third and so on. After all six strings are complete, the shooter with the highest number of total RP is the winner!

Stages and Strings

D6G competitions have 3 stages per event that meet the following criteria:

 

Stage 1

  • 10 shots with the revolvers with movement

  • 2 strings

Stage 2

  • 11 shots with the revolvers with movement

  • 2 strings

 

Stage 3

  • 4 shots with a revolver while stationary

  • 2 strings
     

Ammo

Revolver and Rifle shooters will need just one box of 50 rounds of ammo for a D6G competition.  Shotguns will typically require at least 30 shells though it could be up to 50.

Event Registration

October 1st, 2021

4:00pm

Max 10 competitors!

 

$40

*Please fill out registration form after payment is complete

 
 

MATCH RESULTS

October 1st- 2021

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