guns
This sport is designed to be shot with firearms of any of the following types in pistol calibers or rimfire:
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Single Action Revolvers (x2)
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Semi-Auto Pistols
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Lever Rifles
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Pump Rifles
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Bolt Action Rifles
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Single Shot Rifles
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Side By Side Shotguns (Any Gauge)
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Pump Shotguns (Any Gauge)
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Double-Action Revolvers
*Modern guns are permitted
gear
Handgun shooters need holsters that permit a safe 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 or another form of shell carrier. Vintage clothing elements like waistcoats, hats, and boots are encouraged.
*Modern holsters and clothing are permitted.
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.
COMPETITION STRUCTURE
Stages and Strings
Guidance Vintage Action Shooting competitions have 3 stages per event, with two strings of fire at each stage.
Ammo Required For Entire Match
Pistols and rifles must be pistol caliber or rimfire.
Shotguns are Birdshot only.
Single Action Revolvers: 60
Double-Action Revolvers: 48
Semi-Auto Pistols: 84
Lever-Action Rifles: 60
Shotguns: 24
Single Shot / Bolt Action Rifles: 36
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.
Penalties
Miss: +5 sec
For every target shot at but missed, there will be a +5 second penalty.
Procedural: +5 sec
Engaging any targets too many times in a string will be a +5 second penalty. Shooting from outside of designated shooting boxes will also be a +5 second penalty.
FTE: +10 sec
Failure to engage every target will incur a single +10 second penalty.
Determining Match Results
After all six strings are shot, each shooter's worst time will be dropped. The remaining 5 times will be added together along with any appropriate Bonus Points. The shooter with the fastest overall time after these adjustments wins the match!
EQUIPMENT RULES
BONUS POINTS
A competitor has the ability to gain Bonus Points added to their final score, in the form of time reduction, if they meet any of the following criteria:
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Vintage Firearms (-3 seconds): If all of the guns used by the competitor are of a design that pre-dates 1917.
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Leather Holsters (-3 seconds): If the competitor's holster, gun belt, and mag pouches, and/or shotgun belt are made of leather.
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Well Dressed (-3 seconds): If the competitor wears clothing inspired by either the Wild West or early 20th century fashion including waistcoats and ties.
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Diverse Collection (-2 seconds per additional gun): If the competitor uses more than one type of firearm in a single competition AND uses a different firearm on the second string of each stage than the first string.
SINGLE-ACTION REVOLVERS (x2)
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.
Target Engagement
10 rounds must be fired per string. Each target must be engaged at least once. No target may be shot at more than 4 times.
Fanning Rules
Fanning the hammer of a single action revolver is permitted under the following circumstances:
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.
Drawing and Re-holstering Rules
The gun must be down range before the hammer is cocked when drawing. Guns may not be re-holstered during a string until they are empty of all live rounds.
SEMI-AUTOMATIC HANDGUN RULES
Semi-Auto handguns will have magazines loaded to 7 rounds each. The first magazine will be inserted under the supervision of the RO, and a round may be chambered at the start of a stage after the 'make-ready' command.
Target Engagement
14 rounds must be fired per string. Each target must be engaged at least once. No target may be shot at more than 5 times.
SHOTGUNS (SIDE BY SIDE / PUMP)
Shotguns will be transported open and unloaded while pointing upward from the loading table to the firing line. On the make ready the shotgun is closed and held at 'port arms' position. No rounds may be loaded into the gun until the timer beeps.
Target Engagement
4 shells must be fired per string. If there are 4 or fewer targets, each target must be engaged at least once. If there are more than 4 targets, the shooter chooses targets from the center of the course of fire to ignore. Targets at the widest edge of the course of fire must be shot at.
Shotgun Capacity
Pump shotguns may not have more than 2 rounds loaded into them at a time.
LEVER-ACTION RIFLES
Lever-action 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. A round may be chambered at the 'make-ready' command.
Target Engagement
10 rounds must be fired per string. Each target must be engaged at least once. No target may be shot at more than 4 times.
BOLT-ACTION/SINGLE SHOT RIFLES
Bolt-Action or single shot cartridge rifles will be transported open and unloaded while pointing upward from the loading table to the firing line. For a mag/clip fed rifle, the first loading device will be inserted under the supervision of the RO at the start of a stage after the 'make-ready' command. you may 'Barney' a round to have 6 total in the gun before stage start if necessary for the gun to hold 6 rounds.
Target Engagement
6 rounds must be fired per string. Each target must be engaged at least once.
DOUBLE-ACTION REVOLVER RULES
Double-action revolvers may have moon clips or speed loaders filled to capacity, however only 6 shots may be fired from a cylinder before a reload. The first rounds will be inserted under the supervision of the RO at the start of a stage after the 'make-ready' command.
Target Engagement
8 rounds must be fired per string. Each target must be engaged at least once. No target may be shot at more than 4 times.