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Mayberry 22LR Match – Sunday, March 3,2019
Match Book
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Safety Brief Eye and hearing protection are mandatory
Match is limited to .22LR caliber only Mayberry is a muzzle down club Empty Chamber Indicators (ECI’s) are mandatory. (ECI must be inserted into barrel to ensure an empty chamber – NOT through mag well) No side arms will be permitted in the match area. If you have them, please secure them in your vehicle ‘Cease Fire’ means cease fire and will serve as the recognized command Everyone will be off of their rifle and ECI in place before anyone goes down range. Shooters will remain off of their rifles with ECI in place until all clear is given In the event of an emergency, one designated person will call 911 and meet first responders
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Firing Line Commands “Shooter # to the line”
- Bolt back, ECI inserted, Mag full in hand (NOT in rifle) “Shooter Load & Make Ready” - For bolt action: Remove ECI, Bolt Back, Insert mag - For semi-auto: Remove ECI, Close Bolt, Insert mag “Shooter Ready” positive reply from the shooter, Standby…Beep - Shooter to proceed to the firing position w/ muzzle pointed downrange at the target, shooter may NOW chamber a round and engage target(s) “Cease Fire”, “Unload & Show Clear” - Shooter will stop firing, remove mag, un-chamber any round, show clear, insert ECI
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Penalties Failure to follow match safety and club rules will in a match disqualification and possible removal from the facility Any unapproved discharge of firearm not within the time limit of a stage is a disqualification Any negligent discharge is a disqualification
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Match Rules When the shooter is called to the line, the shooter must be ready to shoot. Shooters will be given 5 minutes after each stage brief and 30 minutes prior to the start of the match ( ) to visit the stages. Unless otherwise indicated, all gear must be brought to the line in completely collapsed and carry configuration. Gear can only be deployed during shooting time. Ready position for bolt action rifles is bolt open and magazine inserted. Ready position for semi-auto rifles is bolt closed on an empty chamber and magazine inserted. For bolt action rifles, bolts must be back when changing positions. For semi-auto rifles, the safety must be applied and verbalized by the shooter when changing positions. Dispute process: RO MD
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Scoring For each stage, and before leaving the line, it is the shooter’s responsibility to verify their score with the RO/scorer. Any discrepancies will be addressed before the next shooter. If the discrepancy cannot be resolved, it will be escalated to a Match Director for a final decision. There will be no adjustments to a shooter’s score after leaving the stage.
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There are no re-do’s!!!! For The Full MARS Rulebook Visit –
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Stage 1 – Capt. Phillips 2.0 Target: 1.5”, 2.5”, 2” rounds at 25 yards
Start position is standing with rifle in ready condition behind prop On start signal, shooter climbs on to boat simulator and engages targets with 1 hits each before re-engaging all the targets – 1-2-3, 1-2-3 Round count: 6 Time: 90 secs Scoring: 1pt/hit; 6 pts MAX Logistics: Pistol Range 25 yds
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Stage 2 – Shaky Rungs Target: 1.5”, 2.5”, 2” rounds at 25 yards Stage:
Start position is standing with rifle in ready condition behind prop Shooting position 1: highest rung shooter can reach on ladder Shooting position 2: designated middle rung of ladder On start signal, shooter engages targets with 2 hits each from each shooting positions Must use weak shoulder Round count: 12 Time: 90 secs Scoring: 1pt/hit; 12 pts MAX Logistics: Pistol Range 25 yds
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Stage 3 – Speed Balls Target: 4 paint balls at 25 yards Stage:
Start position is standing with rifle in ready condition On start signal, shooter fires 1 shot at a paintball in each quadrant Round count: 4 Time: 60 secs Scoring: 1pt per paintball hit + time Logistics: Pistol Range Tie breaker is fastest time 25yds
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Stage 4 – Loophole Spinner
Target: D-M Targets Spinner at 50 yards Stage: Start position is standing with rifle in ready condition behind prop On start signal, shooter move to prop and engages spinner through port in the barricade. Nothing may touch the barricade Round count: Unlimited Time: 90 sec Scoring: 1 pt/hit; 5 pts/spin; 12 pts MAX Logistics: 50 Yard Range All equipment allowed, but must be deployed from a fully collapsed and carry configuration 50yds
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Stage 5 - On your face – Again!
Target: 2” plate at 50 yards Stage: Start position is standing with rifle in ready condition On start, shooter drops to prone position and engages target Shooter must be perpendicular to target and gun on side (right or left) Round count: 15 Time: 60 secs Scoring: 1pt/hit; 12 pts MAX Logistics: 50 Yard Range 2” 50 yds
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Stage 6 – Tree of Woe Target: Two 2” IPSC at 50 yards Stage:
Start position is standing beside tree with rifle in ready condition On start signal, shooter moves to rope and fires 8 rounds, alternating between targets Rifle must be supported by rope Round count: 8 Time: 45 secs Scoring: 1pt/hit; 8 pts MAX Logistics: 50 Yard Range 50yds
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Stage 7 - Trailer Target: 12” square at 300 yards, 8” square at 200 yards, 6” round at 150 yards Stage: Start position is standing with rifle in ready condition Shooting position 1: rifle must be supported by rail of trailer Shooting position 2: rifle must NOT touch rail of trailer On start signal, shooter moves to the shooting position 1 and fires 2 shots only (hit/miss) at each target Then, shooter moves to shooting position 2 and fires 2 shots only (hit/miss)at each target Round Count: 12 Time: 90 secs Scoring: 1pt/hit; 12 pts MAX Logistics: Pavilion 300yds 200yds 150yds
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Stage 8 - 400 Target: 66% ipsc at 400 yards with hit indicator Stage:
Start position is prone with rifle in ready condition On start signal, shooter engages target with 6 rounds Shooter must then do a PUSH UP to Lock Elbows before re-engage the target with another 6 rounds. Round Count: 12 Time: 60 secs Scoring: 1pt/hit; 12 pts MAX Logistics: Pavilion 400 yds
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Stage 9 – Steady As She Goes
Target: Four 4” teardrops at 100 yards Stage: Start position is standing with rifle in ready condition On start, shooter engages targets with off the rope Shooter must hit to move; only 1 hit per target before transitioning to another target The rifle must be supported by the rope Unlimited Shots Time: 90 secs Scoring: 1pt/hit; 12 pts MAX Logistics: Pavilion 100yds
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