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Firearm sequence: Rifle - 9 / Pistol - 5 / Pistol - 5 / Shotgun - 4+
Shooter: Engages rifle targets, sets rifle down open and empty. Draws first pistol and engages targets with the following results Bang, Bang, Bang, CLICK, Bang, click, click, click, click, click. Opens loading gate, loads an additional round in the empty chamber and engages the last pistol target with the reloaded round. Holsters pistol and finishes the stage.
What's the call? The answer is E) 'NO CALL' Reasoning:
Reasonable extended application of the following rules:
NOTES: • SASS matches above the club level are “no alibi” matches. Once the first round goes down range, the competitor is committed to the stage and must finish the shooting problem to the best of his ability. Reshoots are not awarded for ammunition or firearm malfunctions. SASS Shooters Handbook January 2005 Eleventh Edition Copyright, Single Action Shooting Society, Inc. - page 34
6. Six-guns are always loaded with only five rounds and the hammer lowered and left resting on the empty chamber. SASS Shooters Handbook January 2005 Eleventh Edition Copyright, Single Action Shooting Society, Inc. - page 37 This rule ONLY APPLIES AT THE LOADING TABLE “Failure to adhere to loading & unloading procedures = Stage DQ” it does NOT apply to reloads ON THE FIRING LINE.
20. Ammunition dropped by a shooter in the course of reloading any firearm during a stage or “ejected” from any firearm is considered “dead” and may not be recovered until the shooter completes the course of fire. The round must be replaced from the shooter’s person or counted as a missed shot. SASS Shooters Handbook January 2005 Eleventh Edition - page 42 SASS Range Operations training Version F - page 14
9. Unfired and ejected rifle rounds may be reloaded. SASS Shooters Handbook January 2005 Eleventh Edition – page 38 SASS Range Operations training Version F - page 12
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