RULES

The Fine Print

Rules

Die Mastershot kompetisie bestaan uit vyf verskilende bane wat gekies word uit ‘n total van sewe bane. Die sewe bane word onder die baan reels verduidelik. Die skut kan al sewe die bane skiet maar moet tydens die inskrywing vyf van die bane kies wat gaan tel vir die Mastershot tellings. Dis skut word nie verplig om al sewe bane te skiet nie, slegs die vyf wat tel, die ander is opsioneel. ‘n Skut kan elk van sewe bane soveel keer moontlik binne die tydsverloop van die dag skiet maar slegs die eerste een van die tellings per baan kan tel vir die Mastershot se telling. Sou die skut ‘n baan meer as eenkeer skiet, sal die skut soveel telkaarte vir die baan kry as waarvoor daar ingeskryf was. Slegs een Mastershot telkaart sal gebruik word vir die Mastershot se tellings en die telkaart word ook so aangedui met die Mastershot logo. Die telkaarte word voor die skiet begin aan die baanbeampte oorhandig. Die Mastershot moet eers geskiet word voor die skut die baan meer as een keer skiet. Dit kan nie na die tyd verander word nie.

Sou die skut ‘n baan meer as eenkeer skiet, tel al die tellings van die baan vir die baantelling van die dag.

LET WEL: As die skut die baan meer as eenkeer skiet, moet die skut weer sy beurt afwag en kan nie op die skietpunt bly en al sy beurte na mekaar skiet nie. Dit is om te sorg dat al die Mastershot skuts ‘n kans gegee word om hul Mastershot tellings klaar te skiet.

Baanreels

Algemene reels:

  1. Reg van toegang tot die baan word ten alle tye streng voorbehou

  2. Geen persoon mag aan enige skietverrigtinge deelneem voor hy/ sy nie die baanregister en vrywaring ingevul en geteken het nie.

  3. Geen gelaaide vuurwapen mag op die baan gebring word nie

  4. Slegs persone wat wettig gemagtig is om in besit van ‘n vuurwapen te wees, mag so ‘n vuurwapen op die baan of perseel bring

  5. Geen wapen van enige aard mag onder geen omstandighede op enige persoon gerig word nie

  6. Geen vuurwapen mag onder geen omstandighede afgevuur word voor die nodige vlae nie in plek is nie en die baanoffisier sy toestemming gegee het nie

  7. Die baanoffisier se bevele moet ter alle tye uitgevoer word en is FINAAL

  8. Vuurwapens mag onder geen omstandighede hanteer word tewyl die baan gesluit is nie en daar persone op die skietbaan voor die skietpunt is nie

  9. Wapens mag alleenlik gelaai word met die uitdruklike toestemming van die baanoffisier in beheer van die baan.

  10. Alle persone op die skietpunt moet ten alle tye gehoorbeskerming dra terwyl daar geskiet word, geen uitsonderings word gemaak nie.

  11. Alle vuurwapens moet met ‘n oop slot gelaat word wanneer die baan gesluit is.

  12. Geen lewendige ammunisie mag na die skietoefening of wanneer die baan veilig is, in slotte, magesyne of lope van vuurwapens gelaat word nie.

  13. Wanneer die baan veilig is, moet vuurwapens met die slotte oop of lope geknak op die skietpunt gelaat word met die lope in die rigting van die teikens.

  14. Vuurwapens moet ter alle tye buite bereik van minderjariges gestoor of geberg word.

  15. Minderjariges mag slegs onder direkte toesig van die wettige vuurwapen eienaar ‘n vuurwapen hanteer of aan ‘n skiet oefening deelneem.

  16. Geen persoon onder die invloed van alkoholiese drank of verdowingsmiddels mag ‘n vuurwapen op die terrein hanteer of op die skietbaan of skietpunt kom nie.

  17. Vuurwapen eienaars is ter alle tye verantwoordelik vir die veiligheid van hul vuurwapens.

  18. Alle vuurwapens moet ter alle tye in ‘n sak rond gedra word met slotte oop
  19. Wapens mag slegs uit ‘n geweer sak of tas gehaal word as die skut op die skietpunt is en die baan officier gee die opdrag.
  20. Die geweer sak of tas moet ten alle tye na die vuurwapen gebring word tydens veilig maak en wegpak. Onder geen omstandighede mag die vuurwapen na die skietsak of tas gebring word nie
  21. Geen gelaaide vuurwapens enige plek op die baan behalwe as jy gereed maak om te skiet
  22. Waneer die baan veilig gemaak word, mag niemand enige vuurwapens hanteer nie
  23. Geen oeffenskote is toelaatbaar nie. Jy mag slegs die hoeveelheid skote van die baan laai soos in die reel aangedui word
  24. Indien jou skoot nie afgaan na die sneller getrek was nie:
    1. Hou jou vuurwapen met die loop na die skietwal
    2. Wag vyf sekondes en maak die slot oop en ontlaai
    3. Jy mag op die stadium, as daar tyd is met nog ‘n patroon laai.
    4. Sou jy nie betyds ‘n ekstra patroon gelaai kry nie, verloor jy daai skoot.
  25. In geval van ‘n storing of breekasie
    1. Moet jy jou posisie hou met die loop na die skietwal en wag tot die tyd verby is.
    2. Dui vir die baanbeampte aan dat jy ‘n breekasie het. Probeer die vuurwapen veilig maak voor dit van die skietpunt verwyder word.
    3. Indien geen skoot geskiet was nie, mag jy die baan oorskiet in ‘n volgende afdeling.
    4. Indien jou geweer ontklaar geraak het nadat jy al reeds ‘n skoot kon afkry, verbeur jy jou kans
  26. Te veel skote:
    1. Sou daar te veel skote op ‘n papierteiken wees moet die baanbeampte eers die teikens links en regs ondersoek vir skote wat weg is.
    2. Indien daar skote op die omliggende teikens weg is kry die skut met te veel skote die voordeel en die laagste punte word weggelaat
    3. Indien die skote uitgeken kan word, sou die buurskuts met anders kalibers skiet as die skut met te veel skote, dan word net die skote van die skut getel wat uitgeken kan word.
    4. Sou daar geen skote op die omliggende teikens weg wees nie, dan word die skut gepenaliseer en die hoogste tellings word afgetrek. In so geval moet een van die dispuut komitee lede geroep word.
    5. Indien die skut te veel skote gelaai en geskiet het sal die skut geen telling vir die baan kry nie
  27. Accidental Discharge:
    1. As jy ‘n accidental discharge ondervind, tel daai skoot as deel van die toelaatbare skote van die baan.
    2. Die skut mag nie addisioenele rontes laai nie
  28. Die skote moet die lyn sny om die hoogste telling te kry in die geval van papierteikens
  29. Die spotter op die ghongbaan het die finale sê of die ghong geraak was of nie
  30. As daar skote na die fluitjie geblaas het geskiet word, word die hoogste punt afgetrek

MASTERSHOT® Competition

The MASTERSHOT® Competition consists of five different disciplines selected from a total of seven disciplines. 

  1. Rifle Centre Fire
  2. Rifle Rim Fire (.22)
  3. Dangerous Game (min 9,3mm and above)
  4. Shotgun
  5. Semi Auto
  6. Handgun Centre Fire
  7. Handgun Rim Fire (.22)

(The seven disciplines and course of fire (COF) for each shooting range are explained below) 

The MASTERSHOT® Competition is a FUN recreational sporting competition involving proficiency tests of accuracy, precision and speed in shooting different ranged weapons at different targets, distances and time limits. Depending on the specific event, Importer/Distributors and or Shooting or Firearm Owners Associations will make firearms and ammunition available for shooters to shoot with. So if you do not own 5 different types of firearms, you can still participate in the MASTERSHOT® Competition.  

The shooter on the day that has achieved the highest average score over 5 different disciplines, is then awarded the title MASTERSHOT® of the day.

Shooters are also awarded certificates/medals for 1st, 2nd and 3rd place in each discipline for the categories Men’s, Ladies, Juniors and Disabled  

Upon entering and registering for the MASTERSHOT®  Competition, the shooter selects 5 of the 7 disciplines that will count for his MASTERSHOT® score. The other 2 disciplines are optional, but the shooters score will count for the individual disciplines certificate/medals in the different categories.

Where a shooter makes use of a Importer/Distributor and or Shooting or Firearm Owners Association’s firearms and ammunition, he will pay the applicable fee directly to the Importer/Distributor and or Shooting or Firearm Owners Association representatives on the range, and operate the firearm under the supervision of the representative. 

On completion of the shooters disciplines, the shooter must hand in his MASTERSHOT® Score Card first, where after the shooter may purchase individual discipline score cards, to shoot any of the 7 disciplines multiple times within the laps of the day, and that scorecards will count for the individual disciplines certificate/medals in the different categories.        

NOTE: If the shooter shoots a discipline more than once, the shooter must wait his turn again and cannot stay on the shooting point and shoot all his turns in succession.

The MASTERSHOT® organizers will adhere as closely as possible to the rules as spelled out but reserve the right to introduce variations on each discipline without prior notice.

 

EQUIPMENT

Any equipment is permissible in terms of anemometers, rangefinders, telescopes, bi-pods, tri-pods, rifle straps and sand/foam bags.

NOTE: There will be specific instructions at each shooting point in terms of the shooting position and the equipment that may be used there.

 

Range Rules

The organizers will not be obliged to make a shooting-in (sighting) range available.

Safety area will be made available if you travel with a loaded firearm.

Absolutely no loaded firearms are allowed unless your are on te range and the range officer has given the command to load and make ready.

 

RANGE 1: CENTRE FIRE RIFLE

Firearm: Any Centre Fire Calibre from .22 to .308

Shots: 5

Time: Shooter has maximum of 2 minutes to complete the course of fire, however, this is a timed range, and the timekeeper will take the time on the last shot. 

Starting Position: Shooter will start from the standing position about 1 meter behind the shooting prop.

For top loading rifles, the shooter may load 5 rounds but may not load a round into the chamber. 

For rifles that uses magazines, the shooters start with magazine in hand and may only insert the magazine once he is on the firing point.  

COF: The shooter is required to engage 5 steel gongs at different distances from left to right.

The shooting position will be decided on the day of the shoot and props, or rests and position will be communicated.

Scoring: The score per plate is either an impact or a miss. A impact is 30 points, and a miss is zero.

 

RANGE 2: RIM FIRE RIFLE

Firearm: Any .22 Rim Fire Rifle

Shots: 5

Time: Shooter has maximum of 2 minutes to complete the course of fire, however, this is a timed range and the timekeeper will take the time on the last shot. 

Starting Position: Shooter will start from the standing position about 1 meter behind the shooting prop.

For top loading rifles, the shooter may load 5 rounds but may not load a round into the chamber. 

For rifles that uses magazines, the shooters start with magazine in hand and may only insert the magazine once he is on the firing point.  

COF: The shooter is required to engage 5 steel gongs at different distances from left to right.

The shooting position will be decided on the day of the shoot and props or rests and position will be communicated. Targets will be up to a maximum of 100 meters.

Scoring: The score per plate is either an impact or a miss. A impact is 30 points, and a miss is zero.

 

RANGE 3: CENTRE FIRE HANDGUN

Firearm: Any Centre Fire Handgun

Shots: 5 

Time: Shooter has maximum of 2 minutes to complete the course of fire, however, this is a timed range and the timekeeper will take the time on the last shot. 

Starting Position: Shooter will start from the standing position with the firearm on the table.

COF: The shooter is required to engage 5 steel gongs/plate/target at different distances from left to right from a standing position. Targets could be between 10 and 25 meters 

Scoring: The score per plate is either an impact or a miss. A impact is 30 points, and a miss is zero.

 

RANGE 4: RIM FIRE HANDGUN

Firearm: Any Rim Fire Handgun

Shots: 5

Time: Shooter has maximum of 2 minutes to complete the course of fire, however, this is a timed range and the timekeeper will take the time on the last shot. 

Starting Position: Shooter will start from the standing position with the firearm on the table.

COF: The shooter is required to engage 5 steel gongs/plate/target at different distances from left to right from the standing position. Targets could be between 10 and 25 meters

Scoring: The score per plate is either an impact or a miss. A impact is 30 points, and a miss is zero.

 

RANGE 5: COMPACT SPORTING

Firearm: Any Shotgun

Shots: Plus minus 15 rounds of ammunition

Time: Shooter has Maximum of 10 minutes to complete the course of fire. 

Starting Position: Shooter will start from the standing position with the firearm in an open state.

COF: The shooter is required to engage 10 clay targets. Clay targets may be presented from different positions and angles. The shooter may be required to shoot from various positions. All shots are done from a standing position. There may be single or double clay targets presented at the same time.

Scoring: The score per plate is either an impact or a miss. A impact is 30 points, and a miss is zero.

 

RANGE 6: DANGEROUS GAME

Firearm: Any Centre Fire Rifle 9.3mm and above

Shots: 4 Rounds of Ammunition

Time: Shooter has Maximum of 2 minutes to complete the course of fire. This range is also a timed range.

Starting Position: Shooter will start from the standing position with the firearm in an open state.

On the command of the range officer, the shooter may load a maximum of 2 rounds. 

COF: The shooter is required to engage two different dangerous game targets at two distances. All shots are done from a standing position. Targets will be between 25 and 35 meters.

Scoring: The score per target is either an impact or a miss. A impact is 30 points, and a miss is zero.

 

RANGE 7: TACTICAL RANGE

Firearm: Any Centre Fire or Rim Fire Semi Auto Rifle

Shots: 5 Rounds of Ammunition

Time: Shooter has maximum of 2 minutes to complete the course of fire. This range is also a timed range.

Starting Position: Shooter will start from the standing position with the firearm in an open state. 

On the command of the range officer, the shooter may load a maximum of 5 rounds. 

For top loading rifles, the shooter may load 5 rounds but may not load a round into the chamber. 

For rifles that uses magazines, the shooters start with magazine in hand and may only insert the magazine once he is on the firing point.  

COF: The shooter is required to engage five different steel targets at five distances. All shots are done from a standing position. The steel plates will be between 25 and 50 meters

Scoring: The score per plate is either an impact or a miss. A impact is 30 points, and a miss is zero.