Rules & Covenants

Our rules and covenants for the Mason Dixon Stampede

All SASS Rules Apply!

Unless stated otherwise in the stage instructions, the following covenants also apply:

o Shotguns may be loaded on the move, but the action must remain open until you reach the proper shooting position (basketball travel rule). Adherence to the 170 rule will be strictly enforced.

o Unless otherwise noted in the stage instructions, shooters have the option of making up shotgun misses in any order. All shotgun targets must fall to be counted as a hit, with the exception of Buckaroos and Buckarettes.

o Handguns may be drawn and holstered on the move. Adherence to the 170 rules will be strictly enforced.

o The term “Make it safe” means all long guns are pointed in a safe direction, with the action cleared, and on the rest where they came from, unless otherwise directed in the stage instructions.

o Unless otherwise noted in the stage instructions, all handguns are shot per your shooting category and returned to the holsters.

o The largest shot size permitted is 7 ½. o When staging a long gun on a horizontal, flat, long gun rest, the rear of the trigger guard of a rifle or shotgun must be on the flat area of the rest. Only the remaining butt stock can be hanging over the top of the rest.

o ANY ROUND, Rifle, Pistol, or Shotgun, over the berm is a Match DQ.

o If you have a question about whether your equipment is SASS legal, see the Match Director or Range Operations Officer before shooting your first stage.

 o There is no hip shooting of any firearms on this range. Shooting from the hip will be penalized by a 10 second safety, per gun, shot from the hip. Long guns must be shot while mounted on the shoulder. Anywhere else will be considered from the hip.

o If a target falls over, continue shooting, but shoot where the target was before it fell (these shots will be considered hits). DO NOT SHOOT AT A FALLEN TARGET, EITHER IN MOTION OR ON THE GROUND.

o A reshoot will be given for prop failures, incorrect calls made by the Timer Operator, and timer device errors. A reshoot is not given for gun or ammo malfunctions after the first shot has gone down range. When a reshoot is given, the shooter starts the reshoot “clean” and does not carry over any misses or procedural penalties from the prior attempt. However, Safety penalties do carry over.

o Personal conflicts will not be tolerated and will result in a Match DQ.