Cen-Tex Match Rules (adapted from TX3G rules)
PENALTIES INDEX
Paper Failure to Neutralize (FTN) (only 1 hit in C or D zone) = +5 seconds
Paper Miss (no hits on paper) = +10 seconds
Static Clay Miss = +5 seconds
Aerial Clay Miss = +2.5 seconds
Steel Miss = +10 seconds
Long Range Steel Miss > 200 yds = +20 seconds
No Shoot (max 2 per NS target) = +10 seconds
Target not Engaged < 200 yds = +15 seconds
Target not Engaged > 200 yds = +20 seconds (same penalty as a > 200 yd miss)
Procedural = +5 seconds
Prohibited Action Penalty = +20 seconds
Fail to Rotate Spinner = +60 seconds
1. General Conduct and Dispute Resolution
1.1 It is the competitor’s responsibility to read and understand the rules set forth by Cen-Tex and agree to be subject to these rules while participating in any Cen-Tex event.
1.2 WRITTEN STAGE BRIEFING: It is the competitor’s responsibility to read and understand the Written Stage Briefing (WSB) and obey any special conditions or requirements stipulated therein, any rule differences from the Cen-Tex rulebook shall be written in the WSB and will be the governing rules as stipulated for that particular Course of Fire (COF).
1.3 FEDERAL AND STATE LAW: It is the competitor’s responsibility to know, understand and adhere to all Federal, State and Local Regulations regarding the use and transportation of firearms, including all applicable National Firearms Act (NFA) regulations related to the construction, transportation, and use of any firearm regulated by NFA rules.
1.4 Eye protection is mandatory for participants, spectators, & officials at the event site.
1.5 Ear protection is mandatory for participants, spectators, & officials while on or near a stage.
1.6 No participants or spectators shall consume or be under the influence of alcohol or non-prescription drugs at the event site. Any participant found to be impaired because of legitimate prescription drugs may be directed to stop shooting and requested to leave the range.
1.7 Participants and spectators are always expected to conduct themselves in a courteous and sportsman-like manner. Any person who violates this rule may be ejected from the event site at an Event Official’s discretion.
1.8 Clothing with any offensive or obscene logos, sayings, pictures, or drawings must not be worn or displayed while at the event site.
1.9 Participants may be subject to event disqualification for safety or conduct violations. Disqualification will result in complete disqualification from the event, the participant will not be allowed to continue and will not receive a refund.
1.10 Participants must obey venue speed limits and rules. Violation will result in being ejected from the property and assessed a DNF (Did Not Finish) score for the remainder of the match. No refunds will be given.
1.11 A participant shall be disqualified for unsportsmanlike conduct. Examples of unsportsmanlike conduct include:
1.11.1 Cheating, such as:
1.11.1.1 Intentionally altering a target prior to the target being scored to gain advantage or avoid a penalty.
1.11.1.2 Altering or falsifying score sheets.
1.11.1.3 Altering the configuration of firearms or equipment without permission of an Event Official.
1.11.2 Threatening or assaulting other participants or Event Officials.
1.11.3 Disruptive behavior likely to disturb or distract other participants while they are shooting.
1.11.4 Willful disregard of Event Official instructions.
1.12 The final decision on all disqualifications and reshoots will be made by Event Officials.
1.13 Any rule not explicitly covered by this document will be resolved with a ruling by an Event Official. Rulings by Event Officials will be final and will serve as a precedent for the
duration of the event.
2. Safety
2.1 All events will be run on cold ranges.
2.1.1 Participants’ firearms will remain unloaded at the event site except under the direction and immediate supervision of an Event Official.
2.2 Firearms may only be handled and/or displayed in a designated safety area.
2.2.1 Safety areas will be designated by event officials.
2.2.2 No firearm may be loaded in a safety area.
2.2.3 No ammunition (including dummy ammunition or snap caps) may be handled in a safety area.
2.3 Firearms may be transported to, from and between stages only in the following conditions:
2.3.1 Handguns must be unloaded, cased or holstered, de-cocked and with the magazine removed.
2.3.2 Rifles and shotguns must be unloaded, cased, secured muzzle up or muzzle down in a stable gun cart/caddy, or carried slung with the muzzle up or down. Actions must be open, or a chamber flag inserted, and detachable magazines removed. The use of high-visibility chamber flags is recommended as a courtesy to other event participants.
2.4 A participant who causes an unsafe discharge will be stopped by an Event Official as soon as possible and shall receive a MATCH DQ. Examples of unsafe discharge include:
2.4.1 An accidental or negligent discharge that travels over a backstop, a berm, or in any other direction deemed by Event Officials to be unsafe. Note that a participant who legitimately fires a shot at a target, which then travels in an unsafe direction, will not be disqualified.
2.4.2 A shot which strikes the ground within 10 feet of the participant, except when shooting at a target closer than 10 feet to the participant.
2.4.2.1 Exception: a shot that strikes the ground within 10 feet of the participant due to a “squib”.
2.4.3 A shot that occurs while loading, reloading, or unloading any firearm.
2.4.3.1 Exception – a detonation which occurs while unloading a firearm is not considered an accidental discharge. A “detonation” is defined as the ignition of the primer of a round, other than by action of a firing pin, where the projectile or shot does not pass through the barrel (e.g. when a slide is being manually retracted, when a round is dropped etc.).
2.4.3.2 Exception – A “slam fire” detonation caused by the firing pin traveling forward when the gun is on safe during “make ready” that does not travel over the berm or impacts in a safe place. If the gun can be repaired and demonstrated to be safe to match staff the competitor may continue with it.
2.4.4 A shot which occurs during remedial action in the case of a malfunction.
2.4.5 A shot which occurs while transferring a firearm between hands.
2.4.6 A shot which occurs during movement, except while engaging targets.
2.5 A participant who performs an act of unsafe gun handling will be stopped by an Event Official as soon as possible and shall be disqualified. Examples of unsafe gun handling include:
2.5.1 Dropping a firearm, whether loaded or unloaded, at any time after the “Make Ready” command and before the “Range Is Clear” command.
2.5.1.1 If a loaded firearm is dropped during the course of fire or while loading or unloading, it will result in a MATCH DQ.
2.5.1.2 If an unloaded firearm is dropped during the course of fire, it will result in STAGE DQ. It must be retrieved by an Event Official.
2.5.2 Use of any unsafe ammunition as defined in Section 3 will result in a MATCH DQ.
2.5.3 Shooting of any barricade or prop made of wood on the firing line will result in a Procedural penalty per shot fired. This does not apply to wooden framed walls down range.
2.5.4 Shooting any barricade or prop made of steel within the minimum safe distances outlined in rule 2.5.8 will result in a Procedural penalty per shot fired. Stages will be built to support the shooter in this not being an issue while legitimately engaging a target.
2.5.5 Abandoning a firearm during a stage in any location other than a designated safe abandonment location (dump barrel for long guns and dump bucket or re-holster for pistol) as stipulated in the stage briefing will result in a MATCH DQ. Firearms may be staged on designated tables when directed in the WSB at the start of the COF but can never be abandoned or grounded on a table or anywhere except a designated safe abandonment location. Firearms abandoned in an unsafe manner that results in a discharge will result in a MATCH DQ. Firearms abandoned in an unsafe manner that do not result in a discharge will result in a Prohibited Action Penalty of 20 seconds. Firearms may only be abandoned in one of the following conditions:
2.5.5.1 Loaded, safety catch fully engaged, muzzle pointed in the designated safe direction.
2.5.5.2 Completely unloaded (no ammunition in the firearm), detachable magazine removed, muzzle pointed in the designated safe direction.
2.5.6 Unloading any firearm in an unsafe manner or discharging a firearm while not legitimately engaging a target will result in a MATCH DQ.
2.5.7 Allowing the muzzle of a firearm to break the 180-degree safety plane, designated safety plane, or prohibited muzzle safe direction in the stage briefing (see also 2.5.11) will result in a MATCH DQ.
2.5.7.1 In the case of a participant facing downrange, the muzzle of a loaded handgun may point slightly up range while drawing, so long as it does not point outside an imaginary circle of three (3) feet radius from the participant’s feet.
2.5.8 Engaging a steel target in an unsafe manner, will result in a MATCH DQ, such as by:
2.5.8.1 Engaging steel targets with handgun ammunition at a range of less than 7 yards.
2.5.8.2 Engaging steel targets with shotgun birdshot ammunition at a range of less than 7 yards.
2.5.8.3 Engaging steel targets with shotgun buckshot ammunition at a range of less than 7 yards.
2.5.8.4 Engaging steel targets with shotgun slug ammunition at a range of less than 40 yards.
2.5.8.5 Engaging steel targets with rifle ammunition at a range of less than 40 yards.
2.5.9 Allowing the muzzle of a firearm to point at any part of the participant’s body during a course of fire (i.e. sweeping) will result in a MATCH DQ.
2.5.9.2 Exception – sweeping of the lower extremities (below the belt) while drawing a handgun, provided that the participant’s fingers are clearly outside of the trigger guard.
2.5.10 Using a tube-type shotgun speed-loading device without a primer relief cut.
2.5.11 Pointing a firearm, whether loaded or unloaded, in any direction deemed by Event Officials to be unsafe will result in a MATCH DQ.
2.6 Multiple infractions that would result in a STAGE DQ will result in a MATCH DQ.
3. Scoring & Penalties
3.1 Stage score will be based on raw time plus penalties.
3.1.1 Unless otherwise stipulated in the stage briefing, IPSC cardboard “shoot” targets must be neutralized by receiving either one (1) A-zone hit, one (1) B-zone hit or two (2) hits anywhere in the scoring area. Examples of neutralized targets include:
3.1.1.1 One (1) hit in the upper A–zone or B-zone.
3.1.1.2 One (1) hit in the lower A-zone.
3.1.1.3 Two (2) hits anywhere in the scoring area, in any combination of the
C-zone and/or D-zone.
3.1.1.4 Slug paper targets will require only 1 hit inside the scoring area to
neutralize a paper target.
3.1.1.5 The hit or hits only need to touch or break the perforation to avoid penalty.
3.1.2 IPSC cardboard “shoot” targets that are not neutralized will incur time
penalties as follows:
3.1.2.1 One (1) hit in the C-zone or D-zone only = 5 second penalty (Paper Failure to Neutralize).
3.1.2.2 No hits on target, but target was engaged = 10 second penalty (Paper Miss).
3.1.3 Only holes made by bullets/slugs/pellets will count for score/penalty.
Evidence that the bullet made the hole must be present on the target (i.e. crown or grease ring/mark). Holes made by shrapnel, fragments, wads or flying debris will not count for score/penalty.
3.1.4 Steel Knock-down targets (e.g. Pepper Poppers, knock down steel, etc.) must fall to score. Swinging/flashing targets must react in the manner prescribed in the stage briefing. If requested, an Event Official may call hits on targets greater than 100 yards.
3.1.5 Steel Knock-down/swinging/flashing targets that do not fall/react will incur time penalties as follows:
3.1.5.1 Target did not fall/react, but target was engaged (<=100 yards) = 10 second penalty (Steel Miss).
3.1.5.2 Target did not fall/react but target was engaged (>= 100 yards) = 20 second penalty (Long Range Steel Miss).
3.1.6 Knock-down targets will be calibrated before the event begins. If an Event Official decides a Knock-down target should have fallen based on shooter engagement, it will either be scored as a hit or the shooter may be given a re-shoot. A Knock-down target that falls from the stand while being engaged will be scored as a hit. A Knock-down target that falls from the stand prior to being engaged will be scored as a hit, so long as the shooter fires a shot in the direction where the target would have been.
3.1.7 Frangible targets (e.g. clay pigeons) must break by gunfire to score. A target with a significant piece visibly detached is considered “broken”. A clay that falls from the stand while being engaged but does not break will be scored as a hit. A clay that falls from the stand prior to being engaged will be scored as a hit, so long as the shooter fires a shot in the direction where the target would have been.
3.1.8 Frangible targets that do not break will incur time penalties as follows:
3.1.8.1 Static Frangible Target did not break, but target was engaged = 5 second penalty (Clay Miss).
3.1.8.2 Aerial Frangible Target did not break, but target was engaged = 2.5 second penalty (Aerial Clay Miss).
3.1.9 Targets Not Engaged will be scored as misses with appropriate penalties applied and will also incur an additional Target not engaged penalty of:
3.1.9.1 Target was not engaged (<= 100 yards) = 5 second penalty (Target Not Engaged) in addition to the penalty for the miss (+15 seconds total penalty).
3.1.9.2 Target Not Engaged (>= 100 yards) = 10 second penalty (Long Range Target Not Engaged) in addition to the penalty for the miss (+30 seconds total penalty).
3.1.10 Scoring hits on designated “No Shoot” targets will incur a 10 second penalty per hit, up to a maximum of 2 hits per no-shoot. Steel “No Shoot” targets must fall/react to incur the penalty. For paper “No Shoot” targets the hit or hits only need to touch or break the perforation to be penalized.
3.1.11 Failure to follow procedures prescribed in the stage briefing will result in a 5 second penalty.
3.1.11.1 If a competitive advantage is deemed to have been gained, procedural penalties may be applied on a “per shot” basis.
3.1.11.2 Enhanced procedural penalties may be applied at an Event Official’s discretion if a participant willfully and egregiously violates stage procedures.
3.1.11.3 COACHING IS GENERALLY ALLOWED, however at most major matches (e.g. TX3G Championship) the rendering of any assistance or advice to a participant who is actively engaged in a stage (“coaching”) by any person other than an Event Official is prohibited. Event Officials may penalize the “coach” and/or the participant with a procedural penalty for each occurrence. Persistent coaching may be subject to the provisions of rules 1.4 and/or 1.7.
3.1.12 Any Prohibited Action outlined in rules or stage description will result in a 20 second Prohibited Action Penalty per occurrence.
3.1.13 Additional penalties may be applied as stipulated in the stage briefing.
3.1.14 Did Not Fire (DNF) will result in 0 match points for the stage.
3.1.15 Event Officials may specify a time limit (par time) for completing any stage by stating it clearly in the stage briefing. If a participant exceeds the time limit, they will be stopped by an Event Official and the stage will be scored as shot with all applicable miss and FTE penalties.
3.2 Stage Points
3.2.1 Stage points will be calculated separately for each equipment division.
3.2.2 Stage points will be awarded to participants according to their stage time relative to the fastest time on that stage, using the equation STAGE_POINTS = (FASTEST_TIME / PARTICIPANT_TIME ) x 100.
3.2.3 Total points accumulated for all stages will determine the event placement by division.
3.2.4 Highest score wins.