LOADING AND CAPACITY

One of the significant differences between 2G-ACM Shotgun and other matches is the requirement to shoot the shotgun dry before transitioning to the pistol.  The shooter has the option, once dry, to reload the shotgun or transition (dependent on stage design).  

In the interest of equipment being the same for all stages, this means you will be required to load your shotgun to highest capacity possible with your equipment at the start of each stage regardless of the stage design and still shoot it until it is empty before transition to pistol.  If you want to continuously reload the shotgun and not transition, that is acceptable as well.   This is most relevant with magazine fed shotguns, but others as well.  

Example:  You're using a Saiga 12 and intend to use a 20 round drum for stage 2.   That means you will load with that 20 round drum at the start of stage 2, but also all other stages.   If you start stage 1 with a 5 round capacity magazine then you have chosen 5 rounds to be the highest capacity feeding device for your entire match!

Divisions

GEAR RETENTION & CONFIGURATION: You may not take OFF gear for a particular stage or put ON gear for a particular stage.  All guns (even when not used or loaded at stage start) must be cleared at the end of each stage.  This means you may not change your choke (unless it is a polychoke fixed to the gun) at any point once starting.  If you start with a Open choke, you end with an Open choke, etc.

Antique

Shotgun: Double Barrel OR Design Made Prior to 1893, loaded to capacity.

Pistol: Single Action Revolver (2 revolvers may be carried)

Pump

Shotgun: Pump Action shotgun loaded to the highest capacity possible.

Iron sights only

No speed loading devices**

Pistol:  Iron sights only

No compensators.  

Auto

Shotgun: Semi-Auto shotgun always loaded to the highest capacity possible.

Iron sights only

No speed loading devices**

Pistol:  Iron sights only

No compensators.  

Open:

Shotgun: No limitations on accessories, always loaded to the highest capacity possible.

Pistol: No limitations on accessories

Ammunition

Slugs: May only be used on static (rifle) steel or paper.  

Hitting close range steel (OR KD steel) with a slug is a match DQ.

Buckshot: May be used on any target.

Birdshot: May be used on close range steel or clay pigeons

Pistol: may be used on any target

Equipment

Holsters: Holsters must retain the handgun during vigorous movement.  

Shell carriers: Any shell carrier that retains ammunition may be used.

Transitions

A shooter may only transition to their handgun whenever they have shot their shotgun empty or they have a malfunction which has rendered the shotgun inoperable.  

Shooter’s choice - do they reload the shotgun or transition to the pistol if the shotgun runs empty?

If the shooter chooses to transition, they will ground the empty shotgun where they are at, on safe (if possible), pointed directly at the downrange safety cone which has been designated for this purpose.  There will be a cone on each stage designated for this purpose.   The shooter will not sling the shotgun.  

The 180 safety requirement will be enforced even with empty guns.

Scoring

Paper Targets 

May be engaged with: slugs, buckshot or pistol.

Minimum of 4 hits required with slug, buck pellets or pistol.

Scoring:

Slugs: Counts as 4 hits, normal scoring (-1 or better to neutralize).  

Buckshot: Best 4 holes will be scored, standard scoring.

Pistol: Best 4 hits will be scored, standard scoring.

Static Steel (Rifle rated, minimum of ~50 yards).

May be engaged with slugs, buckshot or pistol. 

Falling (KD) steel

May be engaged with buckshot, birdshot or pistol.

Must fall to be neutralized.